It’s curious how common this pattern is in creative industries. I think the mismanagement is more burned into the culture of the industries than structural.https://twitter.com/Patrick_Macias/status/1139322033735520256 …
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Replying to @patio11
A *lot* of this seems explicable by the poor assumption that doubling staff can halve production time. Not true anywhere and nowhere less than in creative spaces. It's very hard to extend creatives' productive time, but easy to eat it up in within/between-teams communication
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Replying to @webdevMason
See, maximal charity says “It’s just a mistake” but I am a capitalist and the first rule of capitalism is that when every firm in an industry makes the same mistake it may or may not be mistaken but it’s definitely not an accident. They *think* they’re winning with this method.
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Replying to @patio11 @webdevMason
Here’s the conclusion I feel forced into: I think management in the video games industry (at a certain tier; studio heads and maybe a level or two down) is succeeding in their objectives. Those objectives only incidentally produce productivity and profits.
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Replying to @patio11
I'm under the impression that the video game industry is really, really competitive at essentially every level. I think it'd be interesting to see a comparison between that and the film industry, where I suspect a more legacy gatekeeping keeps established players more comfortable
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I don't think either of us thinks the mismanagement is a "mistake." I do think maybe the seductiveness of being in an industry like anime or video games creates different kinds of selective pressures that could possibly run everyone off a cliff simultaneously
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Replying to @webdevMason @patio11
in the sense that the competitiveness pushes people to signal their value through overwork, even at the expense of productivity and profit?
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