An interesting snippet from Losing The Signal, by Jacquie McNish and Sean Silcoff, concerning the lengths to which overzealous mangers would go during the early days of Research In Motion. From pg 39:
One RIM manager became so obsessed with deadlines he issued an edict requiring engineers to ask permission before leaving at night. Lazaridis reversed the decree, but his company’s aggressive, need-it-yesterday approach fostered what would become a robust cynicism. “It got to the point that when schedules were made up I didn’t bother to read them,” says Wandel. “They were so made up, a fantasy.”
While it’s nice this wasn’t enforced indefinitely, it’s nonetheless reflective of a peculiar culture of intensified work. The famous office perks of Google et al represent a domestication of this impulse: why would you want to go home when we’ve provided all these nice things for you? Add to that an element of self and social selection, such that only those willing to subordinate themselves in this way are likely to get there in the first place.
But what was once a peripheral phenomenon, confined to the run up to deadlines and struggling start ups, now defines the working culture of much of the tech industry. The managerial culture this breeds can be toxic, as illustrated by this notorious op-ed about the ‘wage-slave attitude’ in game production:
A wage-slave attitude exhibits itself in several tragic ways. I’ve known a lot of stupid self-made millionaires — really, hundreds of them — and they’re usually young as well. I’m talking about kids who made some of the worst games you can imagine and got rich accidentally, working in their parent’s basement in the Florida Everglades. They make their first game, get rich, and they’re gone, never having attended a single networking event at the Game Developers Conference, done. Contrast the dozens and dozens of these kids with the many game industry veterans I know that have long storied resumes listing dozens of triple-A console titles they have “labored” on, who decry the long working hours they are expected to invest in the games they are employed to work on. These people are smarter, more experienced, more talented, better trained to produce amazing games and they’re still working for paychecks and whining about avoiding long crunch hours to finish big titles or about not being paid fairly by some big employer. Listening to them complain about it, you would they think that they are trapped in some disenfranchised third-world country forced to dig for blood diamonds to feed their families.