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IT Games

Slashdot Asks: Should 'Crunch' Overtime Be Optional? (forbes.com) 289

An anonymous reader quotes Forbes: Rockstar Games co-founder and VP Dan Hauser unleashed a storm of controversy when he casually stated in an interview with Vulture that "We were working 100-hour weeks" putting the finishing touches on Red Dead Redemption 2. Reaction was swift with many condemning the ubiquitous practice of crunch time in the video game industry in general and Rockstar's history of imposing harsh demands on its employees in particular... Hauser responded that he was talking about a senior writing team of four people working over a three-week period. This kind of intense short-term engagement was common for the team which had been working together for 12 years. Hauser went on to say that Rockstar doesn't "ask or expect anyone to work anything like this". Employees are given the option of working excessive overtime but doing so is a "choice" not a requirement.

A QA tester at Rockstar's Lincoln studio in the UK has taken to Reddit to answer questions and clarify misconceptions about overtime at Rockstar that have arisen in the wake of Hauser's comments.... He has no knowledge of working conditions at other Rockstar studios. The first thing the poster points out is that he and other QA testers (with the possible exception of salaried staff) are paid for their overtime work. He then writes "The other big thing is that this overtime is NOT optional, it is expected of us. If we are not able to work overtime on a certain day without a good reason, you have to make it up on another day. This usually means that if you want a full weekend off that you will have to work a double weekend to make up for it... We have been in crunch since October 9th 2017 which is before I started working here...."

[A] requirement to opt into weekly overtime shifts and more than a year of required crunch time ranging from 56 to 81.5 hours spent at work each week is a far, far cry from Hauser's claim that overtime is a "choice" offered to Rockstar's employees. The good news is that Rockstar has changed its overtime policies in response to the negative press engendered by Hauser's 100-hours comment [according to the verified Rock Star employed on Reddit]. Beginning next week "all overtime going forward will be entirely optional, so if we want to work the extra hours and earn the extra money (As well as make yourself look better for progression) then we can do, but there is no longer a rule making us do it."

The videogame correspondent for Forbes argues that this "crunch time is the norm" idea in the videogame industry "is unconscionable and untenable. No one, in any line of work, should be expected to sacrifice their family for their job. If people want to devote their life to their job, they should be able to do so but those who would rather work a standard work-week should also be able to do so without suffering adverse job-related consequences." But what do Slashdot's readers think?

Should 'crunch' overtime be optional?
This discussion has been archived. No new comments can be posted.

Slashdot Asks: Should 'Crunch' Overtime Be Optional?

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  • Illegal overtime (Score:5, Insightful)

    by ceoyoyo ( 59147 ) on Saturday October 20, 2018 @06:49PM (#57510912)

    Make excessive overtime illegal (or enforce existing laws). If you miss a deadline the scheduling manager is at fault.

    • by Anonymous Coward

      yeah this is another thing. By the time the schedule is missed the bidder (or scheduling manager in your instance) is already bid 3 or more other programs. In some cases the project takes 2-10 years and by the time it is realized "it can't be done for what we bid it for" the bidder has long spent his bonus and gone off to other projects or even to other companies. This leads to the "Bidder is never at fault, the SW developers always"

    • by dgatwood ( 11270 ) on Saturday October 20, 2018 @07:26PM (#57511036) Homepage Journal

      Make excessive overtime illegal (or enforce existing laws). If you miss a deadline the scheduling manager is at fault.

      This. Crunch overtime shouldn't be optional. As soon as you allow anyone to do insane extra amounts of work, you create an environment where that becomes expected. And then, because there were no negative consequences from the poor planning, nobody learns, and the next time, it is even worse. Pretty soon, you end up in a situation where you're all-crunch, all the time.

      • It isn't necessarily poor planning. We are creators, not workers on an assembly line. Often (always in my own experience) the crunch is because we are squeezing quality or features in that management didn't agree was necessary. Sure it creates an endless cycle, but at least I can have pride in what I've produced instead of hating it.
        • by Darinbob ( 1142669 ) on Saturday October 20, 2018 @09:06PM (#57511294)

          It usually is poor planning though. If the team regularly has to work extra hours then either the scheduling is faulty or the management is relying on all this "voluntary" overtime which is shortsighted. Sure you may want to do a good job, but that should be incentive for you to push back on unrealistic schedules rather than incentive for you to work twice as hard. You also need your direct management to push back against unrealistic project managers.

          However, sometimes project managers are just stupid and will never learn. I've seen them with many years of never once having a project done in time and yet they continue to make unrealistic deadlines; a fault with upper management for keeping these people around perhaps.

          For instance, I've been at a place where things were often sales driven - one lone guy goes and gets a contract signed and then engineering is told that we need to have the project done by the deadline or else there are contractual penalties. The sales guy doesn't get punished for this (and usually is excessively rewarded via commissions), so it keeps happening. And yes, we had sometimes paid very large penalties for being late. So after that company was bought out by a very much larger corporation, I overheard two of the project managers who were well known for having unrealistic deadlines complain that the new company was so slooow at planning things. After they left the lunch table the rest of us had a laugh at their expense since those guys rarely had a project come in on time with quality.

          Now, speaking as a manager - don't start thinking of yourself as just a creator. Remember, you have to do a whole lot of stuff that's boring and tedious beyond the few hours a month being creative. You need to write documents, you need plans, you need to show up to meetings, you need testing, etc. Don't kill yourself and ruin your personal life over crap like that. If you work too long hours then your quality will suffer and you'll learn to hate your work.

        • by sjames ( 1099 )

          As a creator, it is your professional duty to understand the harmful effects of working excessive hours and avoid them. No, you're not Superman or some other sort of genetic freak. You are just one of many people who routinely fools themselves.

          Ask yourself this: Your boss happily "lets" you work in a creative frenzy for as long as you will, but what happens when you need a month to recharge after, is he still in your corner giving you what you need or does everything you created become yesterday's news?

          If y

      • by orlanz ( 882574 ) on Saturday October 20, 2018 @09:42PM (#57511400)

        Well said. This 100 hr/wk crap is throughout the consulting industry, not just gaming. I have done it a few weeks over the decade. I am done months of 70 hr/wk over that time. And I normally do 50 hr/wk. And no, I never got overtime pay.

        What I noticed is that anything over 70 hr/wk is basically a waste of time (it varies person to person; for me it's ~60). Your productivity starts tanking after 35 hrs. Study after study has shown that people who regularly work 60 hours per week actually are LESS productive than those who work 40 hours per week. Studies have shown that 35 hrs/wk is even better (9-5 w/ 1hr lunch).

        Most people know this! Yet we continue to have teams sleeping under tables, holding up ceilings with pizza boxes, and injecting caffeine all over the place.

        It makes the ones in charge feel better. It tempers their stress and prevents them from losing it on the workers. "They are sleeping in tents. What more do you want from them?"

        But all it really tells me is just how unqualified those middle managers are and how out of touch higher ups are with their operations. Best thing to do is leave. Standing up means you aren't a "team player" and appears less productive... even if you are more.

    • That just ends up causing people to work unpaid overtime.

      I've been in a situation in which overtime beyond 60 hours a week was basically "illegal". I was working with Boeing on military contracts and the contract language limited such overtime. The result was rules against paying for that overtime. It resulted in my typical 90 hour weeks (I was young and loved what I was doing) having a large amount of unpaid time.

      The work was exciting and I was certainly emotionally involved in my creations. I wouldn't hav

    • Make excessive overtime illegal (or enforce existing laws). If you miss a deadline the scheduling manager is at fault.

      Better still, form a un- oops, I mean an Engineers Association - to collectively bargain as is workers' rights under long-established law. Management seems to be building crunch time into the regular schedule here, rather than leading an occasional sprint to finish a project that has been delated by unusual circumstances.

    • Not everything is scalable. It is not like rockstar could just hire a million developers, and make RDR2 in a weekend.
      There is no possibility of getting into the video game industry without knowing that you will likely be spending 100 weeks at any job you get.

      I am not in a position to say whether this is necessary or not, but I am open to the very real possibility that that is a possibility.

  • by rmdingler ( 1955220 ) on Saturday October 20, 2018 @06:55PM (#57510934) Journal

    Since no single employee is indentured to an individual employer, there is no mandatory 100 hour week... as long as you're free to leave the job.

    Flip side: Can I advertise for adult workers who wish to sign on to work lots of overtime, part of the year? Of course.

    The only circumstance when this should be forbidden is when employees are falsely led to believe they have a choice, when after employment, they do not.

    • Re: (Score:3, Interesting)

      by Anonymous Coward

      You're free to leave the factory, no one has to work with unsafe machinery!

      You're free to leave the mine, no one has to work in unbreathable conditions!

      You're free to leave the town, no one has to spend all their money at the company store!

      You're free to leave the sweatshop, no one has to work as a child laborer!

      Isn't it great not being indentured, we don't need any working protections as a result.

      • There was a time and a place in the history of industrialization where many of your talking points were realistic, virtually unavoidable scenarios to be feared by the working man. Just as today, unionization of workers can still be beneficial for tradesmen, but it is not essential for safe working conditions and reasonable pay and benefits.

    • by JaredOfEuropa ( 526365 ) on Saturday October 20, 2018 @07:25PM (#57511034) Journal
      Even optional overtime can be mandatory de facto, as Hauser himself implied with his "make yourself look better" remark. If your colleagues are all pulling 100 hour shifts and you are not, guess who is not going to come out all that well in the next performance reviews? And one could argue that this is justified: if your team mates are working long days and weekends and you are not, you're only making it even harder for them, right? So it all comes back to corporate culture and norms. Some companies with a conscience - or hard-pressed to retain quality staff - are actively pushing a healthy work-life balance for that reason: if most people (and most notably the boss) work 100 hour weeks, the rest of the staff will feel obligated to follow suit. But if most people leave at 5 and the boss doesn't send emails during the weekend, everyone will feel comfortable working normal hours.

      If overtime truly is to be optional, you will have to make sure that most people and especially management do not work long hours on a regular basis.
      • One of my former jobs was at a videogame company. My manager noticed I was leaving at 5 every day and told me I needed to work more or I'd never get very far in the company. I was the one who was actually on schedule. One of the other programmers literally slept under his desk, going home every few days to shower. Shitty programmer, though. The long hours were spent debugging his own crummy code and getting it to just barely run. He was constantly behind. But, he's the one who got commendations from manage

  • It's a waste of time (Score:5, Informative)

    by Andrew Sterian ( 182 ) <andrewsterian@yahoo.com> on Saturday October 20, 2018 @06:57PM (#57510946) Homepage

    In my experience, people will always work 40-60 hours a week, regardless of how many hours they are forced to work. It's just that if you spend 16 hours at work because you have to you're only putting in 9-10 hours of actual work, with the rest being filled with various kinds of time-wasting activity. And if this is sustained over time then people will find ways of optimizing how to perform the time-wasting activity to get the actual work time down closer to 8 hours without making it look like they're doing so.

    You can't change how the human brain works, and anything you do beyond 9-10 hours is going to be wasted time, one way or another.

    • Re: (Score:2, Interesting)

      by Anonymous Coward

      I agree to a point. I think we're talking about sprints here versus sustained time and output. We have slightly more than 100 years of worker productivity studies. In general, 40 hours weeks yield sustainable output. 60 hour weeks don't net you 40 hours of product. In week 1, you maybe get ~50 hours of work output for a 60 hour work week. In week 2, that number drops. Eventually, your worker isn't producing 40 hours of work in his 60 hours. Fatigue means that your exhausted worker won't even produce 40 hour

    • this is correct. That's more or less where /.ers are. You put in your 40, occasionally 50 and that's that. But at the higher end in fields where the person is doing it because they want to/obsess over it (video games, high end STEM fields and the like) most of those folks are really putting in that much work.

      Just ask John Carmack how much he works in the lead up to a new game/engine. It's a lot.
  • by dcollins ( 135727 ) on Saturday October 20, 2018 @07:02PM (#57510962) Homepage

    Re: "unconscionable and untenable"... It may be unconscionable, but it's 100% tenable, as evidenced by the fact that this was also the custom for the gaming industry when I was in it personally 20+ years ago. After my first two senior engineer positions, I interviewed a few more places, had a conversation with a producer about "crunch time indicates failure of management" which was received extremely poorly, and I never worked in that industry again. I've also seen other friends' attitudes and health pretty much destroyed at other game companies. Like movies and other entertainment, there's always fresh young blood to refill the staff.

    • Like movies and other entertainment, there's always fresh young blood to refill the staff.

      This. I had a friend who wanted to be a comic book artist when he grew up. He actually made it and did some comics but the work/life balance was extremely poor. Essentially there was a line around the block of people who wanted to do that and if you were tired go away and they will have you replaced immediately. The long line of willing people also kept the pay down. That he left that for IT might say something. The only jobs that I've seen that are both high pay *and* have tons of capable people will

  • by Qbertino ( 265505 ) <moiraNO@SPAMmodparlor.com> on Saturday October 20, 2018 @07:03PM (#57510968)

    Meaning: It should be a walk in the park to enforce compensation and damages due to violation of standard workplace regulations in a civil lawsuit. And before you go on with "own choice" jadijada, please note that in 99.9% of all times we're not talking "Valve exclusive top tag team working out the last glitches on Half Life 2" or "small indie crew building the next Super Meat Boy" but "regular coding monkey working for some EA joint with managers that couldn't plan a software project if their life depended on it and don't give a flying f*ck about the teams health". To emphasize: Germany has very strict workplace rules and is very productive not in spite but because of those - so there is no reason this couldn't work in the US too. EA and the likes would have their ass handed to them in court.

    And we all know that humanity would be better of if we took EA and all its entire bunch of asshole execs, wrapped them in barbed wire and shot them into the sun.

    • I beg to differ. Here's why

      Worked at a power plant once where we had a piece of German equipment fail. Actually it was two pieces. Repairs would take a couple of weeks and it was under warranty. It was decided by the German company that they would send two teams. One from Germany and the other from their U.S. subsidiary. The equipment was in a radioloically contaminated area and required dress out to access.

      Every day both groups would arrive on time and dress out to work the job. Lunch was at none. At 11:45

  • I don't even mean that they would lose concentration, even with perfect concentration all through those 100 hours how can the overtime be justified in QA. They massive turn over, so cost of training seems unlikely be the reason to get most out of a single employee and I doubt hand over can justify all those overtime bonuses in the UK.

    Is it just that because the devs have to suffer the QA team has to be made to suffer so as not to discourage the devs?

  • by Todd Knarr ( 15451 ) on Saturday October 20, 2018 @07:18PM (#57511010) Homepage

    I'm of the opinion overtime should always be optional. Management should staff for the expected workload, not expect everyone on staff to do the job of 2 people. But management doesn't like that, that raises their costs and lowers their profits. And they have the upper hand in bargaining, because they can replace any individual employee. That's why we formed unions, so that the collective power of the employer was matched by the collective power of the employees.

    Overtime pay also evened the playing field. Employers could overwork their employees only at a progressively higher and higher cost. That made it cheaper to simply staff appropriately rather than demand 60- and 80-hour weeks regularly. Salaried status removed that balance.

    I'm of the mind that labor law should be changed to state that the salary offer for a salaried employee was an offer for a standard 40-hour week on average and that a requirement from the employer to work more than that on a regular basis constituted a change in the terms of employment that would require paying the employee in proportion to the extra hours worked (eg. a 60-hour week is 150% of the original agreement's demand so the employer is required to pay 150% of the original agreement's salary offer). "Regular basis" could be defined by weekly work time over a given period, eg. requiring more than 40 hours per week for 6 weeks in any 12-week period or 13 weeks in any 52-week period would constitute "regular basis" for that period. Employers would then have to balance the cost of overworking their existing staff vs. the cost of adding staff sufficient for the workload.

  • by hey! ( 33014 ) on Saturday October 20, 2018 @07:25PM (#57511032) Homepage Journal

    (1) Fail at planning.
    (2) Ask the impossible of your employees at the last minute.
    (3) Have competitors who suck just as bad as you at management.

  • In a previous job I've successfully argued against a sustained crunch time. I was the technical lead of the team (based in Australia, salaried) The (US-based) manager came out with "you need to work 60-hour weeks for the indefinite future".

    I pushed back, pointing out that that was counter-productive and would result in negative work that would offset any initial gains from the longer working hours. I said that we would be willing to do it for a couple of weeks to meet the current deadline, but anything beyo

  • by sheetsda ( 230887 ) <doug...sheets@@@gmail...com> on Saturday October 20, 2018 @08:26PM (#57511198)

    No one, in any line of work, should be expected to sacrifice their family for their job.

    "Crunch time" is an intentional policy decision in pursuit of maintaining a cheap labor force. It's obvious companies are getting more labor than they're paying for. What's more subtle is they're also selecting cheaper workers through the same policy. Creating job obligations that require sacrifice of family obligations selects for people with fewer family obligations and people willing to give away labor to maintain employment. People with no spouse, kids, family functions to attend, no savings to live on between jobs, etc. Young workers and foreign workers tend to fit that profile - generally recognized as the cheapest groups to hire. The policy attempts to ensure that they eventually self-select to free up the position for someone cheaper/younger. This raises fewer red flags than firing everyone who gets married.

  • As an ex-gamer, I understand crunch-time. Although I am single, others have families.
  • by Billly Gates ( 198444 ) on Saturday October 20, 2018 @08:57PM (#57511274) Journal

    Here is the deal. It depends on the management of the organization. I don't write software but do IT support with incompetent IT project managers. My job in their eyes was to make them look good for their bonus and if I didn't do that ... then I needed to be fired so someone other ass kicker would. If you have experience RUN and give them the finger.

    If you don't have experience as I had a gap back in 2013 back in the Great fucking Recession of 2009 I sucked up. I gained weight, lost a marriage, grew gray hair and they got rid of me anyway for not being a team player. I learned not to be a pushover from the experience as a business only concern is it's customers NOT YOU. It is YOUR job to take care of you. Not your employer who NEVER has your interests at heart.

    It is a very different world from our grandparents. Look out for you as your employer will take advantage for you or find a young mellinial who will for a fraction of the cost. Look after you and find a good employer. If you want to move up and you are young then go ahead and get some experience, but if you have it then you have more leverage than they do.

  • by JustAnotherOldGuy ( 4145623 ) on Saturday October 20, 2018 @09:03PM (#57511282) Journal

    Lol, fuck your "crunch" overtime.

    If you expect people to work overtime as a normal thing or insist on "crunch" overtime, then your company is broken.

    That's one of the the things I like about the current place I'm working at...they have a company ethic that says overtime is not normal or expected, and they also state that if overtime is an accepted part of the work flow or company culture, then the company is broken. And they're right.

    I wouldn't work one minute of overtime ("crunch" or not) unless a) I wanted to and b) they paid me triple time for it.

    If you dumbfucks can't plan a project without it running into my off hours, then you'd should get better planners, coders, or managers. But don't think for one moment that I'm going to piss away my life so you dickheads can ship your glitzy bullshit product on time.

    Remember, kids- no one on their deathbed ever wished that they'd spent more time at the office.

  • I work 84 hour weeks (7 12s) as my standard shift, and I'm fine with that. The thing one does is to follow it with a chunk of off time to compensate. I'm actually much happier to have my work time focused on work and larger contiguous chunks of work-free time to focus on not-work. I am not a parent or involved in a long term romantic relationship, and I don't see that every job everywhere needs to be exclusively scheduled so as to be agreeable to those who are. Three people filling two continuous position
    • No offense dude, but did you ever think that you're not in a long term romantic relationship because you haven't given yourself enough free time to actually HAVE one?

      I've successfully pulled off holding together a relationship while working 60 hours a week, but 84? Hell no. I would be too tired to go outside and do anything after a week like that.

      • I work on boats at sea a lot, which also contributes to that, but the major obstacle is that I'm poly but prefer to live rural. In my experience, the great majority of the few poly women (quite sensibly from many points of view) prefer to live urban. It's been a decade and a half since I gave up looking.
  • I don't believe it. Maybe some really have that work capacity, but most do not. I do believe that they were spending 100 hours a week in the office, or in front of the computer. But that does not necessarily imply 100 hours a week of work. This is BS.
  • Comment removed based on user account deletion
  • If I have 10 well above engineers working 80+ hours on a well defined, well segmented project how many average programmers would I need to do the same job? My guess is, for many projects, you just can't do it. Some things just don't scale. Now imagine a project that has a two year deadline. If you slip the deadline hardware or the market will have moved and you will be forever trying to catch a moving target. For games or some hardware dependent products it's the only way a company will complete the pr
  • it's simply 'chronically understaffed'. Perhaps its deliberately understaffed, but an actual crunch time might last a week or two. After a year you can't call it crunch time and expect anyone to take you seriously. At that point you just suck at project management.

  • It shouldn't be 'optional' but rather discouraged. Contracts should include a maximum number of overtime hours over which people are simply forced to stop working.

  • by account_deleted ( 4530225 ) on Sunday October 21, 2018 @01:25AM (#57511790)
    Comment removed based on user account deletion
    • by Bruce66423 ( 1678196 ) on Sunday October 21, 2018 @03:35AM (#57511962)

      Two strikes and you are out. There need to be consequences for such cock ups. The need is to encourage pessimistic planning - and if higher management whinges, it should be their job on the line as well.

      Also crunch time overtime should be very highly paid. Again: there needs to be a strong incentive to avoid it. If it happens, it needs to HURT the reputation of the managers who allowed it to happen.

    • You crunch to meet the deadline you promised?

      The people doing the crunch are almost never the same as the people promising the deadline.

      I've tried not having a work/life balance before. It's kinda ok for a bit of you're doing it for yourself. But if I'm working for someone else, no the hell way I'm sacrificing my work/life balance to meet a deadline I had no input into scheduling.

      If it harms me career, sobe it, I'd rather have less of a career and actually enjoy my life than churn and burn for what?

  • by Tom ( 822 ) on Sunday October 21, 2018 @02:25AM (#57511866) Homepage Journal

    If you are a top-level executive and you are paid a six-digit salary (not barely six-digit, starting with a 1, you know what I mean), then part of that salary is the expectation that you will sacrifice your private life for the sake of the company if needed.

    Bad managers (i.e. statistically speaking half of them) believe they can have the same expectation towards people who earn a fraction of their salary.

    Good managers understand that one reason they get this salary is that it is their job to make things work with the resources available.

    "Crunch" time is almost always an excuse for bad planning, over-eager resource and deadline estimates made but not owed up to by management and, frankly speaking, what the guys really mean when they start the talk is "I need you to work additional to save my ass, because I promised something I couldn't deliver".

    The worst is when crunch time is a fixed part of the plan from the start.

    ---

    All that said, there can be real need for crunch time. If not mismanagement but an externally caused crisis happened. If circumstances changed. If a serious problem with everything is discovered too late.

    My profession is Information Security. If there is a serious incident, I would expect that certain key people drop everything and come in. And I would strongly recommend the managers above them to give these people massive rewards for doing so. Not just monetary. Pulling someone away from their family on the weekend can only be compensated for by giving them extra free days (paid, for you Americans as that is apparently not self-evident over there).

  • ...Beginning next week "all overtime going forward will be entirely optional, so if we want to work the extra hours and earn the extra money (As well as make yourself look better for progression)...

    Here's an idea: you get considered for "progression" when you do the work you were hired to do, doing it well and during the agreed upon work week.
  • by X!0mbarg ( 470366 ) on Sunday October 21, 2018 @07:30AM (#57512436)

    They'll find someone who is.
    After all, there's a whole bunch of people waiting outside for the chance, so you don't want to just walk away from that, do you?

    Sound familiar to anyone else?

  • Comment removed based on user account deletion
  • I've worked a number of jobs that had expected or mandatory overtime.

    When I worked power plant construction, we routinely put in lots of overtime, and were paid very well for it.We worked rotating shifts so you got anywhere between 48 and 120 hours off between shifts. Of course, if they didn't pay and give us some time off they wouldn't had any engineers to build, test, and operate it during construction and startup. We lived on our OT and per diem and banked our salaries.

    Later, I worked in plant inspection

  • This is not a case of ambiguous language. The company seems to be officially stating that not only was there a culture of "you must work overtime", but it was an official rule and Hauser simply lied to everyone about this rule existing.

  • Does your doctor work 100 hour weeks, how about your lawyer, the engineer designing the bridge you will be driving over, or the high rise you will be working in, or the pilot flying the plane you are traveling in? Ask the surgeon if he as performed 99 hours of surgery before he cuts you open for a 'simple one hour surgery. Or the pilot of a plane if he is putting in 100 hours of flying that week?

    In all cases, the answer will be no but probably not even close to 100 hrs. But this is expected of software en
  • It's a sign of bad management and development. Then again, only an idiot would work much of it. Life exists *outside* the office, not in it.
  • ...for the poor planning by technically illiterate managers or the absurd promises made by salespeople chasing commissions through the time honored practice of lying?

    That's just crazy talk.

  • Optional under an union contract with clear rules only!

  • Quit my very first serious job after the MsC exactly because it wasn't optional, and didn't pay any overtime with shenanigans. The local Deloitte shop puts newcomers on a 2-month low-pay, "training" contract that mostly comprised 3-week actual training and 7 weeks of "peak" work in a finantial client.

    I asked if the 50-70h weeks would last a lot longer before signing a full contract, and they said it would be at least 3 more months of peak work. I told them "bu-bye" and took a 3 month break afterwards which

  • Well, because Slashdotters on the whole aren't very smart, we get asked the softball question: should this be happening?

    Winner of the Softball Question of All Time Derby: Should every day be ice cream day?

    Note: If you're being asked, it's by a children's book written at a grade-two reading level, intimating a terrible adult truth in a toddler-safe 1/4 teaspoon dose: that 90% of unintended consequences are entirely foreseeable, but for the thick and eternal haze of ice cream psychology.

    Hardball question: is

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