Laura Fryer gives a fairly scathing review of HR’s encroachment and obvious power grab to be less “day to day” and more to (verbatim) be “at the same level or above the CEO”.

Video goes into how HR makes toxic work environments that demonize ever speaking out or questioning anything, and the toxic positivity that holds games back.

From HR -> “People and Culture” -> “Chief Disruptors”

  • TheJesusaurus@piefed.ca
    link
    fedilink
    English
    arrow-up
    34
    arrow-down
    1
    ·
    6 hours ago

    I can basically guarantee you that “HR” had nothing to do with these decisions as you’ve presented them.

    You think some random employee that works in resource management has the final say on creative decision-making?

    These directives come from C suites that fear controversy and risk. These decisions are made for financial reasons, to eliminate every possible wrinkle that might upset someone and plant a seed of bad publicity and threaten the return on investment in the product being shipped.

    The problem isn’t HR, it’s that games are products being sold by corporations that need to show growth next quarter at any cost

    • half_built_pyramids@lemmy.world
      link
      fedilink
      English
      arrow-up
      15
      arrow-down
      1
      ·
      6 hours ago

      For real, Bethferny in HR isn’t killing your games. This person’s whole yt channel is a farce. Of course the exec is gonna say anything but that the exec is at fault. Literally ceo brained take from Fryer, and the gamer gaters eat it up.

      • velma@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        8
        arrow-down
        1
        ·
        5 hours ago

        The complaint boils down to whining about having to sit in meetings being told they should treat their coworkers with respect. Blaming HR for why games suck now is reminiscent of DEI being blamed for government corruption. Of course gamer gate types are going to gobble this up hook, line, and sinker.

          • velma@sh.itjust.works
            link
            fedilink
            English
            arrow-up
            14
            ·
            edit-2
            5 hours ago

            “Now, why HR? Because people are at the heart of every business challenge and every business opportunity that we’ll face in the future and we are the experts and people in our organizations, or at least we should be, but clearly based on the comments I’ve read and what I’ve seen in the industry this is not the case because game makers aren’t happy and it’s simple - makers are happiest when they are making. They don’t want endless meetings about safe spaces, ok? They want to obsess over their art. They don’t want an environment where they feel like they’re walking on eggshells.”

            The reason the game makers need to sit in those meetings about safe spaces is because of the incredibly toxic work environments that these companies were fostering.

    • egregiousRac@piefed.social
      link
      fedilink
      English
      arrow-up
      1
      arrow-down
      1
      ·
      2 hours ago

      Production quality is the death of high-choice RPGs. When a game has two artists pumping out dozens of assets a day and every choice just changes some text and objects around, you can afford to give the player a ton of choice. Even the early DA games were on the tail end of that, with all the dialogue voiced, requiring recording and implementation cost for every line.

      These days, big games are expected to have not just voiced dialogue but to have choreographed cutscenes. Making your animators spend a week on a cutscene 5% of players will see is viewed as a waste of money, so you cut the decision branch that leads to it.

      There was a period in the late 90s to early 2000s where you could make an RPG that was top-5 in every way. That will never happen again.