The book was a string of stories with little to no organization or structure.
Sure, there are chapters.
But there is no table of contents, no glossary or appendix, and not even subtitles within those chapters dividing them into clear, delineated sections. The anecdotes don't even flow smoothly into one another, jumping heads constantly within the same chapter without so much as a transition sentence. In order to read about the company or role most interesting to you, you have to slog through the entire book, front to end.
Here are the contents:
1. Warren Spector's journey: Origin/EA, Ion Storm/Eidos, Junction Point and Disney
2. Ken Levine and Irrational Games → Forrest Dowling and Molasses Flood/Google → Gwen Frey and Kine
3. Jordan Thomas' journey: 2K Marin
4. Zach Mumbach's journey: EA/Visceral, Ragtag, Crystal Dynamics, Airborne Kingdom
5. Curt Schilling's 38 Studios: Big Huge Games acquisition, endless fundraising, culture, Rhode Island
6. Ian Frazier and Joe Quadara: Big Huge Games (Kingdoms of Amalur) → Epic Games → Crystal Dynamics
7. Dave Crooks, Brent Sodman & Carrie Gouskos: Mythic Entertainment, Disbelief
Epilogue - Post-COVID World favoring Remote & Indies
As you can see, each chapter jams together several viewpoints and character shifts, and could benefit from more sub-sectioning to make the book more readable in chunks. Better organization of narrative and PoV would also prevent the reader from suddenly jumping heads and perspectives with no transition or warning.
Except for a brief discussion for David Pittman & Eldritch, no deep dive into programming, or the programmer. This is one of the most stressful, under-appreciated jobs in the industry, and yet none of the central characters or chapters discuss life from the point of view of a programmer, or a software engineer. The closest position belonging to a central character is a technical artist, or a Gwen Frey, but she doesn't discuss how she does the programming for her games. The book was clearly written from the point of view of someone that doesn't understand technology beyond the surface, like a news reporter or business person. There's no discussion about the difficulty of multiple programming languages, tooling like IDEs, switching between game engines like Unity or Unreal, and Agile vs. Waterfall development. If at all, the discussion always refers to programmers as an entire department, or team of 50-100 people, rather than deep-diving the programmer or engineer as was done with other areas, particularly producers, artists, and planners/designers.
Because of its story-driven approach, the book is not really representative of the industry as a whole. No examples outside the USA. No examples of small well-run indie studios, like a Gungho, Gumi, or Q-Games. No examples of one-man or one-woman shops (other than Gwen Frey's Kine, which received minimal coverage).
There is an excessive focus and blame placed on whimsical executive leadership of big companies capriciously starting/shutting down smaller studios, as well as startup-like studios seeking gargantuan investment funding before making a profit and growing organically. These problems aren’t exclusive to the game industry: any startup will fail if it’s bought and shut down by capricious big corp, or if it burns through funding faster than it can profit.
Almost no other business models receive any attention or page-time, making the reader skeptical that the book provides a narrow slice. In fact, the same companies keep coming up, like EA, Irrational, and Crystal Dynamics, in totally different chapters and stories, making the world & industry seem a lot smaller than it actually is. The writer could have done a lot better gleaning stories from across the industry. Give some other companies -- like some Japanese ones -- more page time!
This is the narrative fallacy at work: WYSIATI (What You See Is All There Is)
Hint: It's *not* all there is.
But there's a lot more to the industry, different types of cultures, and more positive stories that deserve more coverage, from the Concerned Apes and Stardew Valleys of the worlds to the Innersloths, Among Us, and even European and Asian game studios like Q-Games, TOSEs, Spike-Chunsofts, indies 0, Genius Sonority, et al. able to sustain themselves with better business models. By focusing in only on the negative, this book makes you feel like that's all there is, or that negative is the general trend. It leaves a bad taste in your mouth, and needs to be balanced by more success stories.