My significant other works for Electronic Arts and I’m what you might call a disgruntled spouse.
It was with these words 10 years ago that Erin Hoffman began
an online journal detailing her husband’s gruelling experience working at an EA game development studio.
For months on end he worked 12-hour days, six days a week, and when the game’s final deadline loomed, it got worse. “The current mandatory hours are 9am to 10pm – seven days a week,” she wrote, “with the occasional Saturday evening off for good behavior (at 6:30pm).”
For many gamers, the EA Spouse web post, as it was known at the time (Hoffman had to remain anonymous to protect her husband’s job) offered a first glimpse into the video game industry’s secret world of “crunch” – vast periods of mandatory, but often unpaid, overtime that would often kick in during the months leading to a release date.
The article went viral, spreading across forums and news sites, and provoking a wave of controversy and condemnation. Very quickly it became clear that the most shocking thing about the EA Spouse story was that, within the industry, it wasn’t shocking at all. It was just how things worked. Game development surveys
conducted by the International Game Developers Association in 2004 showed that
only 2.4% of respondents worked in no-crunch environments and 46.8% received no compensation for their overtime.