Member Reviews
This is a look at the inner workings of the video game industry, as told by video games journalist Jason Schreier, who now writes for Bloomberg. These days, the only thing you can expect when you're working on a AAA game is volatility. You'll pump countless hours into making a game, just to find yourself laid off at the end of the project.
Schreier does a great job telling the stories of (mainly former) employees who experienced some of the worst the industry has to offer, even after working incredibly hard and making a fabulous, critically acclaimed game. He provides no concrete solutions, but that very well may be because they're aren't any.
Jason Schreier on yksi peliteollisuuden tärkeimpiä vaikuttajia, vaikka hänen nimensä onkin suhteellisen tuntematon tällä puolen merta. Muutamassa vuodessa Kotakun tusinakasvosta Bloombergin peliteollisuuden vahtikoiraksi noussut toimittaja tunnetaan nykyään yhtenä alan tarkkaavaisimmista tutkijoista, jonka paljastukset työntekijöiden kohtelusta vavisuttavat valtarakenteita.
Alan vahtikoira
Schreierin ensimmäinen kirja, Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made, oli tarkkaavainen mutta turhauttavan pinnallinen katsaus kymmenen maailmankuulun projektin kulisseihin. Jokaisen pelin tuotanto oli toinen toistaan vaikeampi prosessi, joka poltti loppuun tekijöitä jatkuvalla syötöllä. Teosten valmistuttua oli harvoin aikaa juhlia, koska seuraava yritys piti saada jo käyntiin. Schreierin empaattinen kerronta korosti pelialan henkistä raskautta ja suuria uhrauksia, joita tuotteiden vuoksi tehtiin. Mutta samalla siitä puuttui näkökulma, joka olisi vahvistanut oikeat syylliset tähän noidankehään.
Viisi vuotta myöhemmin julkaistava Press Reset: Ruin and Recovery in the Video Game Industry on huomattavasti vihaisempi tapaus, jossa Schreierin raportoimat vääryydet alan tuotantoprosesseista nousevat tapetille. Ilahduttavasti tällä kertaa tarinat eivät jää etäisiksi. Schreier on vuosien saatossa löytänyt sisäisen sosialistinsa, joka pääsee valloilleen miltei joka luvussa.
Rikottuja lupauksia
En usko kenenkään voivan lukea Press Resetiä tulistumatta. Tarinat äkillisistä potkuista, myrkyllisistä työympäristöistä ja päättömistä yhtiöiden sulkemisista ovat pahimmillaan hirvittäviä. Yksi pahimmista esimerkeistä on massiivisen 38 Studiosin käytös. Kyseinen firma jäi pelihistoriaan sen katastrofaalisista finanssitoilailuista, joiden takapiruna oli firman perustaja ja rahoittaja Curt Schilling – entinen baseball-tähti, joka koki voivansa tehdä mitä tahansa todistettuaan itsensä pallolajin mestarina.
Tuotannon alkupäässä studio pakotti työntekijänsä muuttamaan osavaltion halki pikkukaupunkiin lähelle toimistoa lupauksella, että yhtiö järjestää muutot ja ostaa työntekijöiden vanhat asunnot, jos ne eivät mene kaupaksi. Taustalla painaa 2000-luvun lopun asuntomarkkinoiden romahdus, joka Yhdysvalloissa jätti miljoonat kodittomiksi. Kun lopulta julkaistu Kingdoms of Amalur ei tuottanutkaan odotettuja rikkauksia, yhtiö sulki ovensa ilman varoitusta ja palautti nyt arvottomat asunnot velkoineen takaisin työntekijöille.
Lopulta yhtiön vähäisetkin rippeet myytiin kilpailijoille, ja tekijät katosivat ympäri maata. Osa lähti alalta pysyvästi, eivätkä edes tahdo pahemmin puhua Schreierille koko tapauksesta. Schilling nähtiin viimeksi herättämässä pahennusta Twitterissä, jossa hän on omistanut aikansa Donald Trumpia puolustavien rasististen valitusrainojen raapustamiseen.
Kontrolloimattomia egoja
Muut tapaukset eivät ole yhtä pöyristyttäviä, vaikka kauaksi siitä ei jäädä. Yhdeksään lukuun jaettu tarina kattaa pelimaailman huipulta sellaisia yrityksiä kuin Irrational Games, Visceral Games ja Disney. Haasteltavat ovat niin pieniä kuin isoja tekijöitä, osa heistä vannoutuneimmille alan seuraajille tuttuja nimiä. Pienistä puroista muodostuu nopeasti suurempi kokonaiskuva. Mitä tapahtuu pelien tekijöille projektien päätyttyä? Miten ala, joka mainostaa itseään pitkäjänteisenä ja on yksi maailman tuottoisimpia ei pidä työntekijöistään huolta? Miksi nykypäivänä lahjakkaat ihmiset joutuvat juoksemaan mantereen halki epävarman ammatin perässä?
Kaikkiin näistä kysymyksistä ei saada vastauksia, vaikka Schreierin tarkkasilmäinen proosa tarjoaakin potentiaalisia vaihtoehtoja. Ahneus on näistä helpoin ja todennäköisin. Samalla kun johtoporras nostaa hulppeita bonuksia vuodesta toiseen, itse rivimiehet kärvistelevät komeron kokoisissa kämpissä vailla lämpöä.
Schreier myös puuttuu persoonakulttien luomaan myrkylliseen ilmapiiriin. Pelaajat tuppaavat ihannoimaan yksittäisiä nimiä alalla, ja siitä harvoin seuraa mitään muuta kuin harmia. Yksi tunnetuimpia esimerkkejä kirjassa on Ken Levine, mies joka loi Bioshock-sarjan. Haastattelut ja Schreierin herkeämätön tarkkuus moniulotteista kokonaiskuvaa kohtaan maalaavat vision hallitsemattomasta raivopäästä, jonka keskittyskyvyn puute ajoi ihmisiä hermoromahdukseen.
Kaverille kanssa
Press Reset ei myöskään kainostele nepotismin paljastamista alalla. Luvusta toiseen voi nähdä saman kaavan toistuvan varsinkin valkoisten miesten keskuudessa. Uusia tilaisuuksia satelee taivaalta kerta toisensa jälkeen, eikä seurauksista tarvitse välittää muutamaa viikkoa kauemmin. Levine on näistä näkyvin tapaus, vaikkei ainoa. Jokainen epäonnistuminen ja studion sulkeminen tuntuu liittyvän tavalla tai toisella hänen temperamenttiin ja kyvyttömyyteen johtaa projektia loppuun. Maininnat huutomatseihin päättyvistä palavereista vaativat paperia ja kynän, jos niistä aikoo pitää kirjaa.
Sen sijaan yksi hupaisimmista tarinoista kertoo parikymppisestä tyypistä, joka vain käveli sisään EA:n pääkonttorille ja ilmoitti hakevansa töitä. Vastoin odotuksia häntä ei nakattu pihalle naurujen kera, vaan ilmoitettiin työhaastattelujen tapahtuvan yläkerrassa. Ketään ei tuntunut häiritsevän, ettei häntä ollut listoilla tai kenenkään tiedossa. Kahden laman ja maailmanlaajuisen talouskriisin jälkeen ei voi kuin hekotella ajatukselle, että joku saisi töitä vaan pyytämällä sitä firman vastaanotossa.
Samat säännöt eivät tietenkään päde naisille tai vähemmistöille, joiden tarinat ovat sydäntäsärkeviä ja raivostuttavia toistoja riistosta, valheellisista lupauksista ja pettymyksestä. Maailman rikkain ala rakentuu murheellisten kohtaloiden ja vallan väärinkäytön päälle.
Erinomaisesti kirjoitettu kokonaisuus
Raskaasta aihepiiristä huolimatta Press Reset on erinomaista ja viihdyttävää luettavaa. Schreier on parantunut kirjailijana roimasti vuosien varrella, ja varsinkin yhtenäinen juonenkuljetus toimii huomattavasti eheämmin kuin hänen esikoisteoksessa. Vuosikymmenen varrella luodut yhteydet ja ystävyyssuhteet takaavat hänelle myös ällistyttävän vapauden nähdä miltei minkä tahansa suljetun oven taakse.
Halpaa sensationalismia ei kirjasta kuitenkaan löydy. Schreier antaa faktojen puhua puolestaan ja vain aniharvoin lisää omia mielipiteitä juttujen sekaan. Näistäkin valtaosa löytyy jokaisen luvun lopusta, jossa lähteiden ohella mies tarjoilee laajempaa kontekstia sisäpiirin vitseille ja viittauksille.
Kotimaisesta näkökulmasta moni kirjan tarinoista tuntuu varmasti älyttömältä. Yhdysvaltojen työmarkkinat ovat olleet rikki jo vuosikymmeniä, elleivät sitä olleet aina. Minkäänlaista varmuutta työllistymisestä ei ole, eikä sosiaalista turvaverkkoa löydy hakemallakaan. Suomessa voidaan vain huokaista helpotuksesta, että täällä liitot ovat vahvoilla ja yhteiskunnallinen asenne ainakin vielä hitusen vasemmalla.
On siis läpeensä ilahduttava huomata, että Schreier ja kirjan haastateltavat ajavat liittoutumista vahvasti. Euroopan työmallit mainitaan usein, ja nopeasti käy selväksi, että nuorempi Schreier, joka vielä edellisessä kirjassa selitteli turhankin innokkaasti isojen yritysten motivaatioita, loistaa poissaolollaan. Hitusen vanhempi ja selvästi typeryyteen kyllästynyt toimittaja rummuttaa työläisten oikeuksien perään isolla rummulla.
Täysin kattava teos Press Reset ei kuitenkaan ole, eikä se sitä voisikaan olla. Vaikka tarina kattaakin useamman vuosikymmenen kokonaisuudessaan, se tarjoilee silti vain murto-osan tunnetuista pelialan epäonnistumisista. Euroopan isot firmat on myös jätetty kuvioista pois, vaikka Schreier on tarkkaan raportoinut CD Projekt REDin kömmähdyksiä viime vuosina.
Olisi mielenkiintoista nähdä vastaavanlainen teos tästä osasta maailmaa. Pohjoismainen peliala on kuitenkin vahvasti sisäänpäin lämpiävää, eikä meillä vielä löydy tutkivaa journalismia joka erikoistuisi peleihin. Sitä päivää odotellessa käy vain kiittäminen, että Press Resetin kaltaisia teoksia tehdään edes joskus.
Another excellent, eye-opening read about the games business. Jason has become the games industry's most vital reporter, a dogged chronicler of what happens behind the scenes in a notoriously secretive industry. A must-read for anyone interested in the messy stories behind their favorite games.
Video games are big business.
Now, anyone with any sort of cultural awareness understands that the video game industry is a big one, but when you stop to really look, the numbers are staggering.
We’re talking a LOT of zeroes here, to the tune of some $180 billion (yes, with a B) just last year. That number outstrips the global movie industry. It outstrips the North American sports industry. And oh yeah – it’s more than those two COMBINED.
So yeah – big money.
But with big money comes big pressure. The companies that make these games, whether we’re talking about the major-name studios doing the distribution at the top or the multitude of smaller shops that tend to the lion’s share of the developmental work to bring these games to life, are faced with massive expectations. When those expectations are not met, there are of course consequences, but even success is no guarantee.
Jason Schreier’s “Press Reset: Ruin and Recovery in the Video Game Industry” takes a look behind the scenes at the video game industry, digging deep and investigating the stories that spring from every game development experience. Some of them are good, some not-so-good, all populated by designers and developers who want nothing more than to make great games – even if the success of those games doesn’t always trickle down to them.
Through first-rate reporting and dozens of first-hand interviews, Schreier walks us through the process of making games through the eyes of the people who make them. We also get to explore the business side of things, watching as executives insert themselves into the process regardless of whether they actually know anything about video games.
As they say – mo’ money, mo’ problems.
“Press Reset” is a book driven by failure; even the successes wind up defined by the downfalls that followed or bookended them. And we’re talking major successes – games like “BioShock Infinite” and “Dead Space” that were legitimate hits. Even these big wins often lead to major losses, up to and including the shuttering of entire studios.
We meet a number of the people involved in the creation of these games, even as we’re shown just how transient and ultimately unreliable the industry is when it comes to the boots-on-the-ground talent that actually makes the games. We meet the people who pour years of their lives into creating something, only to be shown the door. People whose creative visions are corrupted in order to make a more profitable product. People whose games are changed for the worse before release or even never seeing release at all.
There’s a lot of upper-level cluelessness in the mix as well, with the suits upstairs often willing to sacrifice quality and quirkiness for the chance at making a few more bucks. And speaking of upper-level cluelessness …
Perhaps the most interesting part of the book for me personally was the incredibly detailed account of the sordid saga of 38 Studios. I love baseball, dig video games and live in New England – of course this story was going to speak to me. But while I had heard a fair amount about the rapid rise and even more rapid fall of former MLB pitcher Curt Schilling’s efforts to enter the MMORPG space and usurp the “World of Warcraft” throne, Schreier goes into far finer detail with the story. From the early promise to the questionable planning to the political and financial fallout, “Press Reset” gives you as thorough a picture of the whole mess as you could ever want.
There’s a lot of that here, honestly. No one is going to mistake this for a cheery book, though Schreier’s love for games is readily apparent. But to write an honest portrayal of the industry, one must be unafraid to delve into the negative. And the truth is that there are a LOT of negatives that come with the territory. It’s a book that makes one question why anyone would get involved in making video games in the first place.
And yet, so many of the people to whom Schreier speaks clearly love what they do. Their passion for video games outweighs the myriad pitfalls. The insecurity, the opacity, the constant moving and the rising costs of living – none of it matters to these people, who even when in the midst of a months-long crunch or an unexpected studio closure are fully invested in what they do.
Schreier is one of the best video game reporters out there, with a long history of quality work for an assortment of outlets. If there was a big story regarding the industry, chances are good that he was the one to break it. His sterling reputation and years of source cultivation makes him one of the few people with the juice to even attempt writing a book like this, let alone the skill to bring it to completion.
Punchy and thoughtful, informative and entertaining, “Press Reset” will make an excellent read for anyone with even the slightest interest in the inner workings of the video game scene. Schreier’s wealth of experience and army of sources make him one of the few writers – hell, perhaps the only writer – capable of crafting such an insightful and intimate portrait from within a traditionally opaque and relatively secretive industry. Game on.
I am not a huge video game person, but I was excited for this book because of the focus on the experience of people working in the industry and how their lives are shaped by its volatility. The book was well-structured, with each chapter roughly focusing on one major studio/game and how the decisions made at the top affected those who worked on the game. This kind of book could easily become just a bleak list of bad experiences, but the tone was balanced out with good moments of humor and loving descriptions of the games themselves, which also helped me appreciate the creativity and technical details that drove the workers being interviewed. The ordering of chapters was also well done, allowing for the experiences and events described to build on each other, sometimes in ways that unite people's experiences and sometimes in ways that differentiate them. That all helps to build to Schreier's final chapter examining potential solutions to these worker issues, which is balanced in its optimism and caution. Overall I really enjoyed this book and am looking forward to reading Schreier's first book to learn more about the video game industry.
Press Reset is a deep dive into the video game industry. Specifically, the book questions “why is it so hard to maintain job security in the video game industry?” I always assumed that it was the friction between the finance people trying to make money for their investors vs. the creatives wanting to make the best (read expensive and time-consuming) game possible. But the author, after interviewing scores of insiders, clearly explains why that answer is too simplistic.
Note: I’m a lifelong gamer so I appreciate creatives when I’m playing New Pokémon Snap obsessively every night. But I’m also a Certified Public Accountant. I flipped between both internal perspectives while reading this book. Both sides have a valid point to make. Obviously, compromise is the correct path. Some of the stories included here show a complete failure to meet in the middle. Therefore, this book would be a good choice for new managers of any company that employs creatives—not just game companies.
Press Reset seems targeted to a small group of readers—employees, investors, and managers of video game companies. However, that is short-sighted. I enjoyed reliving my youth by looking back at old favorite games. Getting a behind-the-scenes look at the creation of some of my favorite games was fun! As I stated above, any manager can quickly see what not to do with (or to) staff. In addition, if you are writing about game designers in fiction, this is invaluable background research. I’m thinking of the Meg Landslow or the Silicon Valley cozy mystery series, but I know there are more.
Overall, I enjoyed seeing both the good and bad behind the gaming curtain. Press Reset is an entertaining look at how difficult it is to create gaming content. 4 stars!
Thanks to Grand Central Publishing and NetGalley for a copy in exchange for my honest review.
Press Reset is a wonderfully written book. Jason Schrier's compelling and emotional reporting on what game developers face is timely and terrific. It's a must read for any gamer and shines a light on one of the gaming industry's biggest issues.
Fantastic work from Jason Schreier. Loved learning the secrets behind BioShock, Warren Spector & Disney, Enter the Gungeon, Dead Space vs. EA, & more. The Curt Schilling saga behind Kingdoms of Amalur is incredible.
PRESS RESET comes out May, essential reading for gamers.
(https://twitter.com/FrankHowley/status/1380243468597960709)
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To expand on my Tweet, this was an absolute pleasure to read. It's rare to go behind the closed doors of the gaming industry, so every Jason Schreier piece is an event. I read through it all in one week and would have loved even more stories. I really appreciate Jason's argument about reforming AAA game development by highlighting the achievements of smaller teams and virtual workspaces. Also made me hungry to revisit some classic games and discover new ones.
Thank you for the opportunity for an advanced copy. I tweeted my praises and will continue to rave about it in future Twitch streams and book recommendation discussions.
*Note: Blog review to go live in mid-April, in accordance with Grand Central Publishing's 30-day review policy.*
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Book Review – Press Reset: Ruin and Recovery in the Video Game Industry
A Thoughtful Look at a Volatile Industry
For all its popularity, the video game industry sure is misunderstood. In 2020, video games raked in an estimated $180 billion—more than Hollywood and North American sports combined. Yet as millions of players happily meet up in virtual worlds, there’s a much darker undercurrent powering many of these hit games. And that’s a history of workplace crunch, mass layoffs, and constant volatility.
In Press Reset: Ruin and Recovery in the Video Game Industry, investigative journalist and Blood, Sweat, and Pixels author Jason Schreier tackles this history in ruthless detail. The book, due out May 11, 2021 via Grand Central Publishing, features first-person accounts from game developers affected by layoffs at Irrational Games (BioShock), 38 Studios (Kingdoms of Amalur: Reckoning), Visceral Games (Dead Space), and other high-profile studios.
Over nine chapters, Press Reset chronicles these developers—their careers, their successes, and their setbacks—and the studio closures that bind their stories together. Along the way, Schreier exposes many of the systemic issues behind these shutdowns, from resource mismanagement to corporate greed.
Press Reset poses some important questions: What comes next for these developers? For the industry at large? In his search for answers, Schreier returns to the same central thesis: The games industry is fundamentally broken, and in need of fixing.
The outlook may seem dreary, but Schreier threads the needle in a way that’s equal parts engaging and informative. It’s compelling literature, and a must-read for those with any care for the video game pastime.
The Reality of Game Development
In 2017’s Blood, Sweat, and Pixels, Schreier highlighted the myriad challenges game developers face when making popular video games. From absurd office politics to crippling technology issues, it’s a small miracle these games release at all—let alone are fun.
Four years removed, all of this still holds true. Games remain incredibly difficult to engineer, and development still revolves around a nasty culture of “crunch.” Rather than focus on the games themselves, however, Press Reset focuses on the people behind the games—and the studios that would eventually let these people go.
The opening chapter follows the career of Warren Spector, an industry veteran heralded for his work on Deus Ex and System Shock. Another details the faces behind Irrational Games, the now-defunct Boston studio responsible for BioShock and BioShock Infinite. The book even shines a light on people who aren’t game developers at all—like Curt Schilling, the legendary baseball pitcher who drove Rhode Island’s 38 Studios into the ground.
Each of these stories are distinct, taking place across various states or countries, often with completely different takeaways. The Schilling saga, for instance, tells a story of hubris, lavish company perks, and poor financing. The Irrational story, meanwhile, details the unchecked creative power of studio head Ken Levine—and the toxic culture he perpetuated as a result.
Picking Up the Pieces
However distinct, these chapters are always engaging thanks to Schreier’s snappy commentary and exacting research. While the studio stories would function well enough as standalone case studies, Schreier deftly flows from one to the next. The story of Irrational, for instance, smoothly segues into a chapter on its lesser-known sister studio, 2K Marin (BioShock 2).
Whenever the real-world protagonists of Press Reset face adversity, like a studio shutdown, Schreier provides a glimpse at what happens next. Sometimes, people pick up the pieces and start anew. Others, frustrated or burnt out, exit the industry entirely.
What’s more, personalities that feature prominently in one story tend to pop back up in another. Developers that got laid off may find work across the country, uprooting themselves and their families, only to get laid off again. Other developers may decide to join forces and form their own independent studio.
While these moments highlight the “buddy-buddy” feel of the games industry, they also serve to illustrate the constant volatility game developers face during their careers. In detailing these life-altering moments, Schreier takes aim at the system at large, from unrealistic goal-setting to stratospheric executive salaries. He leaves readers with several possible solutions for the way forward—like unionization—along with a powerful call to action to challenge the status quo.
Final Thoughts
Press Reset is a thought-provoking read, and a welcome follow-up to Jason Schreier’s debut title. Those familiar with Blood, Sweat, and Pixels or Schreier’s work at Kotaku and Bloomberg News will already be accustomed to his meticulous style, but even new readers should find the book’s material accessible and engaging.
The constant introduction of developer and studio names might put off those unfamiliar with the game industry—arguably the people who’d benefit most from reading this book. Thankfully, Blood, Sweat, and Pixels provides an excellent primer to the terminology of Press Reset, for those willing to do the prework (it’s a great read in its own right).
If you enjoy games on the regular, but have never thought much about what goes into the pixels you see on the screen, Press Reset deserves your attention. The games industry is only getting bigger, but until we come to terms with its darker side, it’ll continue to take an immeasurable toll on its most valuable assets: its people.