2011年6月13日上午9點30分,在入職電子游戲制作公司——暴雪娛樂(Blizzard Entertainment)的第一天,尼基·布羅德里克準時到崗。
走到工位后,她發現自己的鍵盤前擺了一排酒杯(她覺得里面裝的應該是火球威士忌),因為當天也是她21歲的生日,所以這些酒水顯然是為她“生日獻禮”。在此之前,布羅德里克從未在任何時間喝過酒,但那天卻還是跟著經理一起一飲而盡。這是她在暴雪第一次感覺在工作中被人灌酒,但遠遠不是最后一次。她一共在暴雪待了八年。有一次在韓國出差時,上司明確告訴她,在晚上與合作公司的員工外出慶祝時,不能拒絕對方的敬酒,以免冒犯供應商。
布羅德里克在接受《財富》雜志采訪時說:“那天他們不停地灌我,直到我喝得酩酊大醉。我甚至都不知道自己后來是怎么回到酒店的。”
布羅德里克的經歷頗為極端,但卻并非個案。有超過20位的暴雪女性員工告訴《財富》雜志,縱觀暴雪30年的歷史,在大部分時間里,甚至在不久前,她們都覺得自己受到了與男性同事不一樣的區別對待。她們表示,事實上,這些貶低和欺凌行為往往在女性員工入職之時就已經開始。當有女性員工報到時,男性員工經常會過去圍觀,用某些人的話說,這叫“看看貨色”。一位供職暴雪多年的女性員工稱,每當有新的女性員工入職時,“她會被一大群男人圍得密不透風”。根據包括布羅德里克在內的多名員工的說法,在質量保證部門,曾經有一份流傳很久的電子表格,將女性新員工按照“性感程度”從1到10進行排名,表中還會列出這些女性員工最有魅力的特征以及是否約得出來。
有些女性員工表示,在暴雪,她們很快就學會了要回避有關感情狀態的問題。“否則公司的男同事會變得很難相處,在我遇到難題的時候,他們不會伸出援手,有項目的時候也不會帶上我。”暴雪的一名前女性員工在接受《財富》雜志采訪時如是說。
這些女性員工指出,當有男同事走到自己的工位時,她們會感覺很有壓力,感覺必須表現得很有禮貌,結果事后又會被別人說成是“交際花”。如果有男員工大喊大叫,大家就會覺得這是男人激情四射的表現,無傷大雅。而如果女性員工哭泣,則會被認為太過情緒化。與此同時,暴雪的女性員工稱,她們幾乎已經發自內心的覺得應該諒解男同事的不良行為,將其視為熱情釋放的副產品。“我們選擇加入暴雪都是出于對游戲的熱愛。”雪兒·斯嘉麗說,她曾經于2015年8月至2016年8月間在暴雪擔任軟件工程師。“在你對一項事業愛得如此深沉的時候,看到這種景象會感到非常困惑。”
暴雪是動視暴雪(Activision Blizzard,2021年《財富》美國500強中排名第373位)旗下的電子游戲巨頭,擁有31年的歷史,其最知名的作品是《魔獸世界》(World of Warcraft)和《守望先鋒》(Overwatch)。2008年,動視(Activision)收購了暴雪的母公司,這家電子游戲公司也隨之被動視收入麾下。但很長時間以來,暴雪仍然保留著自己獨特的文化,而在許多前任和現任員工的眼中,這種文化的弊端非常明顯。
美國加州公平就業與住房部自2018年開始對暴雪進行調查,并于兩年多之后的2021年7月對該公司正式提起訴訟,指控其存在性別歧視、騷擾和報復等問題,由此掀開了暴雪職場問題的面紗。在這份29頁的法庭文件和其后35頁的修訂版起訴書中,加州公平就業與住房部指控暴雪稱,雖然承擔的工作大致相同,但女性員工的收入比男性員工低;分配給女性員工的往往是低級職位,晉升速度也相對較慢;解雇或強迫女性員工辭職的頻率更高;“性騷擾女性員工”的情況長期存在,種種行徑“助長了性別歧視文化的氣焰”。
修訂版起訴書中寫道:“(暴雪的)女性員工幾乎一致認同,為該公司工作與在‘兄弟會’上班別無二致,二者的男性員工均以飲酒為樂,騷擾女員工的事件時有發生,并且不會有人遭到處罰。”2021年9月,美國平等就業機會委員會也以性騷擾和懷孕歧視為由對該公司提起了訴訟。
在當局采取上述司法行動之后,今年1月中旬,微軟宣布了一項令人震驚的收購計劃,該公司表示將以687億美元的價格收購動視暴雪,成就史上最大規模的美國公司現金收購交易。如果相關交易按計劃完成,微軟游戲的首席執行官菲爾·斯賓塞將負責對動視暴雪進行監管,而擔任動視首席執行官一職超過30年的鮑比·科蒂克則將繼續執掌動視暴雪的日常工作。如果收購完成,科蒂克持有股份的價值就將增加至約3.75億美元。
此次收購若要完成,尚需得到監管機構的批準。而據報道,本次審查工作將由美國聯邦貿易委員會、而非美國司法部執行。如此一來,美國聯邦貿易委員會將更有可能以反壟斷為由提出反對意見(合并后的公司將成為全球第三大游戲公司)。微軟的發言人拒絕就此事置評。
假設微軟能夠完成此次收購動視暴雪的交易,那么其接手的將是一家因為20多年來種種不端行徑而官司纏身的企業。
通過對29名前任及現任暴雪員工的采訪,《財富》雜志揭開了一幅黑暗而復雜的圖景:創業之初,暴雪充滿活力、成就非凡,但在創立前三年卻未曾雇傭過一名女性員工,在一路成長為《財富》美國500強公司后,又任由女性員工被騷擾、輕視和歧視。(在接受《財富》雜志采訪的暴雪女性員工中,有一些女性擔心會因為自己的言論或曾經簽署保密協議而遭到報復。另有員工曾經被公司要求簽署“禁止負面評論”協議,加州的修訂版起訴書中也提到了這一點。)
按照加州有關當局的指控描述,暴雪塑造了一種“惡劣的職場環境”,在這種環境中,原本岌岌無名的開發者得以“揚名立萬”,又因為自身重要性的凸顯而變得越發張狂。許多員工稱,他們對人力資源部門極不信任。修訂版起訴書中表示,因為“眾所周知”,人力資源部門的員工跟“那些所謂騷擾者走得很近”,暴雪員工的投訴積極性并不高。修訂版起訴書里還提到,暴雪在自己對人力資源部門的調查中也指出:“(員工對人力資源部門)嚴重缺乏信任”、“人力資源部門沒有得到很高的重視”。上述的種種行徑都發生在管理層越發重視“凈利潤”的背景之下,根據修訂版起訴書,在這種環境中,“高管人員和創作者可以公然進行性騷擾,而不會承擔任何后果。”
在回應《財富》雜志的置評請求時,動視對過去的暴雪和現在的暴雪進行了切割:“您所說的是過去的暴雪,而非現在的暴雪。實際上,您提及的那些暴雪員工均已經不在公司工作,您強調的事件和情況都是陳年舊事,已經不能反映暴雪現在的情況。暴雪的領導團隊致力于為全體員工打造最優異的職場環境。動視暴雪的各個部門均以樹立行業典型、打造真正安全、有尊嚴的職場環境為目標。科蒂克先生也非常重視相關問題,強調要不打折扣地踐行公司價值和愿景,我們也正在為實現這一目標而努力。”
動視暴雪補充說,本篇報道中提及的許多事件在人力資源部門都沒有投訴記錄,公司在了解到相關指控后已經進行了調查,并已經采取行動。動視暴雪稱,在對收到的投訴進行內部審查后,自2021年7月以來,已經有37名員工離職,另有44人受到書面訓誡、正式警告或其他處分。該公司還向《財富》雜志發送了一份清單,列出了該公司近期為改善職場環境而采取的15項改革措施,其中包括2021年11月出臺的禁止在工作場所飲酒的政策,并放棄了對個人性騷擾和歧視索賠的仲裁要求。
動視暴雪的事件發生在游戲行業并不令人意外。一如某位暴雪現任員工所說:“不夸張的說,從第一行代碼寫出來開始”,游戲行業就與厭女癥聯系在一起。但從本質上講,這起案例依然令人不寒而栗:極端行為、甚至公然違法的行為在組織內部竟能如此“習以為常”,以至于不僅侵蝕了企業文化,甚至成為了文化本身。
早年情況
暴雪(原名Silicon & Synapse)創立于1991年,三位創始人在大學時期便是好友,均來自美國加州大學洛杉磯分校(UCLA)。這里曾經是“書呆子”統治的王國。正如該公司于2001年發布的十周年紀念視頻所描述的那樣,公司的核心是“一群親密無間的老爺們”,他們“很慶幸能夠在一個更像兄弟會而非企業的地方工作,對他們而言,游戲就是生活的養料、呼吸的空氣。”
在后來的一段視頻中,在談及理想的程序員類型時,該公司的聯合創始人艾倫·阿德漢姆回憶道:“我們只想要那些發自內心熱愛游戲和編程的員工。”米基·尼爾森于1993年加入暴雪,在這里一待就是22年,他在回憶錄中這樣寫道:“大家一起工作、一起玩樂,有消息都會互相通知。我甚至可以說,暴雪能夠有今天的成就,靠的就是卡拉OK、《侍魂曉》(Samurai Shodown,一款格斗游戲)和雞尾酒”
《魔獸爭霸:人類與獸人》(Warcraft: Orcs & Humans)是該公司的早期作品之一,于1994年11月上市發行,這是一款以神秘的艾澤拉斯王國為背景的實時奇幻策略游戲,也是該公司的首款熱賣作品。在《魔獸爭霸:人類與獸人》一炮而紅之后,暴雪迅速推出了兩部續作,為日后《魔獸世界》系列狂賺數十億美元鋪平了道路。
也就是在這一時期(暴雪成立三年之后)前后,暴雪雇傭了公司的首位女性員工,這一事件在其十周年紀念視頻中被大書特書,畫外音是說,這位女士的到來給公司帶來了“平和、寧靜”的氛圍,她“妹妹般的舉止就像照入公司內的一縷陽光”。
本世紀初,暴雪的女性員工仍然很少,以至于在采訪曾經供職該公司的女性員工時,她們都會告訴我,即便在文中匿名,還是很容易被認出身份。此外,和其他游戲公司的女性員工或者女性游戲玩家一樣,暴雪公司的女性員工也背負著證明自己“確實是”游戲玩家的負擔。
克里斯汀·布勞內爾于2003年加入暴雪,供職于質量保障部門,該團隊負責檢測游戲是否可以按照預期正常運行、是否存在故障。布勞內爾表示,入職之初,經常一連兩個星期沒有人跟她說話或邀請她共進午餐,直到有一次在公司于周六舉辦的《魔獸爭霸3:冰封王座》(Warcraft III: The Frozen Zone)功能測試活動中,她拿到了第二名,“情況才徹底改觀”,布勞內爾說。回顧自己在暴雪兩年的工作生涯,布勞內爾飽含深情(她還表示,自己從未遭受過性騷擾)。
和許多同事一樣,布勞內爾也為能夠在業內最酷的公司之一工作而感到興奮。約翰·斯塔茨是《魔獸世界》最初的層級設計師之一,他在接受《財富》雜志采訪時回憶說,在這里,有些開發者“不喜歡跟別人有目光接觸,也不太善于跟別人溝通”(他還曾經寫過一本關于《魔獸世界》制作過程的回憶錄),但他們對自己制作的游戲充滿了熱情,為了多花些時間專心打造自己心愛的項目,甚至自愿在周末加班工作。
游戲開發就像是一場豪賭:在投入數年時間、數百萬美元的資金之后,你依然無法判斷自己制作出來的游戲玩起來是否有趣,必須要在玩家玩過之后才可以真正得出結論。因此,當經過近十年的開發、《魔獸世界》于2004年11月發布后,其獲得的空前成功甚至讓暴雪自己都感到驚訝。這款多人奇幻游戲采用了付費訂閱的全新商業模式。這一創新幾乎在一夜之間就改變了暴雪公司的面貌,使雇傭數十名客服協助玩家處理各種問題變成了公司的最大開支,斯塔茨在自己的回憶錄中如是寫道。
《魔獸世界》的成功對該公司的文化產生了同樣巨大的影響。此前,從未有人爭搶功勞,所以所有人都能夠將該游戲當成自己的作品,但這時卻出現了變化。開發者突然成了大明星,還有了一大幫粉絲(暴雪在2005年舉辦了首屆粉絲大會——BlizzCon),公司的停車場也突然停滿了蘭博基尼(Lamborghini)。(當時,暴雪會根據員工的職務和司齡長短與員工進行利潤分成。)
一位在暴雪工作了十多年的前員工說,《魔獸世界》“毀了暴雪。信任和友誼無法量化。”
難纏的怪物
不過甚至在《魔獸世界》發布之前,暴雪的三位創始人——艾倫·阿德漢姆、邁克·莫海姆和弗蘭克·皮爾斯就已經發現了一些蛛絲馬跡,意識到已經到了要對公司文化加以約束的時候。“導致暴雪目前所有問題的元素當時都已經存在。”一位暴雪的前員工如是表示。當時,公司請來了一位女性老師,就“惡劣職場環境”這一主題為暴雪當時的全體員工(約300名)上了一堂4小時的專題課,課上也詳細講解了加州有關騷擾問題的各項法律。(阿德漢姆如今仍然在暴雪工作,但他拒絕就有關暴雪職場環境的問題發表評論。莫海姆未對這一記錄發表評論,皮爾斯也未回復置評請求。)
但是,就在暴雪教育員工學習“惡劣職場環境”相關知識的同時,也在給那些漠視女同事的男性員工升職加薪。例證一:一位名叫亞歷克斯·阿弗拉西亞比的開發者,2004年加入《魔獸世界》項目。阿弗拉西亞比是加州公平就業與住房部在起訴書中點名的兩個對象之一。根據起訴書,他“公然參與性騷擾,卻幾乎沒有受到任何處罰”。起訴書中點名的另一對象是暴雪的前總裁J·艾倫·布拉克,加州公平就業與住房部指控其未對阿弗拉西亞比進行處罰。記者未能聯系到阿弗拉西亞比和布拉克就相關事項予以置評。
羅布·帕爾多曾經是《魔獸世界》的首席設計師,據說他為人頗固執,喜歡雇傭跟自己性格相似的員工。他有時會通過搜索游戲論壇來尋找自己心儀的人選。帕爾多和阿弗拉西亞比都是《無盡的任務》(EverQuest,1991年發布)的死忠玩家,在其中投入了大把的時間。這是由索尼在線娛樂公司(Sony Online Entertainment)出品,類似《龍與地下城》(Dungeons and Dragons)的一款線上游戲。二人還都成立了公會(一種為共同目標,比如共同對付難纏的怪物,而聯合起來的玩家團體。)。根據安東尼·帕倫比于2017年出版的《魔獸世界》周邊讀物《血災與無盡突襲》(Blood Plagues and Endless Raids),阿弗拉西亞比在《無盡的任務》中領導的“天堂之火”(Fires of Heaven)游戲公會會向申請入會的女性玩家索取裸照,并會在會員中傳播這些照片。
曾經與阿弗拉西亞比共事過的許多同事都表示他很難相處,他甚至會當面或通過電子郵件公開表達自己(對同事)的輕蔑之意。有些曾經與阿弗拉西亞比共事的女性員工表示,剛開始,他的行為可能大多在違規邊緣,所以她們會問自己:“這種行為是否真的那么糟糕?真的有必要投訴么?”一位前女性員工如是說道。“而且即便相關部門找了涉事者談話,也會不了了之。”
修訂版起訴書指出,布拉克“據稱曾經多次與阿弗拉西亞比就后者的酗酒問題進行談話”,然而酒精就像深夜的《龍與地下城》游戲一樣早已深深融入暴雪的文化之中。有多名暴雪前員工指出,該公司時常進行“喝通關”(Cube Crawls)游戲,從下午4點開始,一直持續到次日凌晨2、3點,果凍甜酒和伏特加小熊軟糖都是菜單上的常客。暴雪的午餐桌上經常可以看到啤酒,其他時段也常有員工飲酒。(作為對比,斯塔茨稱,在他供職暴雪的11年里,耳聞目睹過的最糟糕行為不過是“一兩人在公司活動中喝多了”而已,他參加過的假日聚會和發布會活動都是“平平無奇的商業活動”。)
暴雪的前女性員工報告稱,性別歧視現象在這里司空見慣(“你能夠得到這份工作就是因為你長得漂亮。”),還會聽到有關強奸和性交易的笑話,也會有人在不必要的情況下摟抱女性員工或觸摸女性員工的腰部。起訴書中也提到了此類騷擾,并指出,男性員工“公開對女性品頭論足,還會拿強奸相關的話題開玩笑”,而女性員工則“不得不持續應付自己的男同事和上司在性方面令人厭惡的評論和侵犯行為,在‘喝通關’和其他公司活動中也會成為揩油的對象”。男性喝酒之后那些過分的揩油動作會變得更加大膽。“這些家伙缺乏社交技巧,雖然沒有什么惡意,但這些行為是錯誤的。”一位2006年左右曾經在暴雪供職的女性員工如是說。
很快,有些男性員工(其中最臭名昭著的可能就是阿弗拉西亞比)會在暴雪的聚會上對女性員工上下其手的事就成了公開的秘密,但這種行為卻在暴雪得到了合理化,并被當作醉酒后的惡作劇而得到了包容。曾經在暴雪任軟件工程師一職的斯嘉麗說,阿弗拉西亞比在暴雪的年終聚會上騷擾過自己,一個朋友告訴她,在暴雪于前年舉行的BlizzCon活動中,自己也被阿弗拉西亞比揩過油:“他就是個醉酒的臭流氓,一直如此。”(在修訂版起訴書中,阿弗拉西亞比被列為該公司“因年資/職位原因而不愿對騷擾者進行處理的典型案例”。)
升級
2007年年底,暴雪搬到了更能夠匹配其游戲巨頭地位的新總部。暴雪的舊總部位于一個無人看守、普普通通的辦公園區之中,在那里,員工們總是在悶聲苦干,此外,為了更好地防止屏幕眩光,這里的辦公室通常都沒有窗戶;而新總部的入口則有保安把守,一扇扁平的黑色大門上還焊著“暴雪”(BLIZZARD)兩個大字。
大約就在這一時期,公司的創始人團隊決定確定公司的核心價值觀(雖然有暴雪老員工認為,此時確定價值觀可能是為了可以將其刻在公司為新總部塑造的12英尺高、2噸重的青銅獸人戰士雕像之上)。創始人團隊一共提出了8條價值觀,其中包括“友善游戲、公平游戲”、“擁抱你內心的極客靈魂”、“用負責任的方式引領世界”和“傾聽每個人的聲音”。
但有多位接受《財富》雜志采訪的女性表示,對那些向人力資源部門投訴過的員工來說,最后一個核心價值觀只是一句空話。
布羅德里克(那名以豪飲開啟自己暴雪生涯的員工)說,她一開始覺得在遭到騷擾時自己去找人力資源部門顯得太不成熟,于是就由她的職場導師代為報告了相關情況。據稱,有位同事對布羅德里克說:“哦,天哪,這條短褲太適合你了,顯得你的屁股特別好看。”對此,人力資源部門的回答是:這位同事來自歐洲,“不了解美國文化。”(布羅德里克的職場導師對《財富》雜志確認了這一事件的真實性。)后來,因為覺得領導故意不給自己機會,還把自己的功勞據為己有,布羅德里克便詢問人力資源部門是否能夠調換部門,對此,人力資源部門的答復是:“提這種要求太孩子氣了,像個小屁孩。”(沒錯,他們就是用了“小屁孩”一詞,還告訴布羅德里克:“別老是想著攀高枝。”)
員工們回憶稱,因為人力資源部門的人員流動頻繁,自己很難建立起對他們的信任。一些員工表示,即便人力資源部門確針對員工投訴的行為采取了行動,通常也只是將涉事人員調到其他團隊。而且很少會有書面記錄(如果有過的話)。如果人力資源部門反饋說:“這是個誤會。我們會和他談談。”也不會有證據可以證明他們是否的確進行了相關工作(在處理某女性員工的投訴時就是如此)。曾經在暴雪任軟件工程師一職的斯嘉麗說,在她通過推特(Twitter)發布了自己在暴雪的經歷(包括在人力資源部門獲得的不快體驗)之后,她從300多名暴雪的現任員工和前任員工那里聽到了類似的故事。多位女性向《財富》雜志表示,她們覺得自己無法信任人力資源部門的工作,發起投訴甚至可能給自己惹上麻煩。
加州公平就業與住房部向法庭提交的文件也給出了相同的結論,起訴書指出,暴雪“未能采取有效的補救措施”來處理員工有關騷擾、歧視和報復的報告。此外,它還發現,人力資源部門對員工的投訴“不屑一顧、敷衍塞責,并且全無保密措施。”在發起投訴之后,相關女性員工、外派人員和臨時工常會遭到打擊報復,打擊的手段包括但不限于剝奪工作項目、被迫調離原工作單位和被選為裁員對象。
榮登榜首
到2008年,《魔獸世界》在全球已經擁有約900萬名玩家,使其成為史上最成功的在線系列游戲。動視(《使命召喚》系列游戲的制作公司)的首席執行官鮑比·科蒂克非常希望能夠將其納入自己公司不斷擴大的游戲矩陣之中。因此,他策劃了維旺迪(Vivendi,1998年收購暴雪)的游戲部門與動視的大規模合并。
科蒂克以重視凈利潤而聞名。“在這樣一個備受最新潮流影響的行業里,他因為專注打造‘股東友好型’企業而博得盛名。”一篇提名他入圍MarketWatch的2008年度最佳首席執行官獎的文章如是寫道。科蒂克公開追求利潤最大化的做法有時也會拉遠公司與那些純粹追求游戲體驗的玩家的距離。在網上,甚至有人將科蒂克惡搞成了頭頂長角的魔鬼。
但直到2012年2月,科蒂克效應對暴雪的影響才開始顯現,當時,《魔獸世界》的訂閱量從2010年的1200萬下降到680萬,致使該公司裁掉了600名員工。不久之后,再聽到同事提到凈利潤時,便開始有暴雪員工互相打趣道:“當心,‘動視’又來了。”
持續惡化
如果說在業務蒸蒸日上的時候,女性員工的日子已經不好過,那么隨著業務持續下滑,情況就只會越發糟糕。在2012年的裁員之后,暴雪“便從創造的天堂變成了恐懼的庇護所。”一位當時供職暴雪的前員工表示,“因為不知道哪天會被裁員,你會失去很多創作的自由和精力。”
與此同時,據當時供職暴雪的員工稱,公司開始像高中食堂那樣有了小團體。相關員工稱,管理層給他們的感覺是,要想參與項目或獲得幫助,就必須打點好關系。一些女性員工在接受《財富》雜志采訪時認為,這種社交需求給她們帶來了更多的熬夜、喝酒和參加深夜聚會的壓力。
據暴雪的前員工稱,暴雪的晉升完全由一個由四、五人組成的小集團所把持。在美國得克薩斯州奧斯汀的辦公室里,這被稱為“科爾法則”。“科爾”是指懷亞特·科爾,他于2013年走出爾灣,開始負責暴雪的北美客服業務。科爾有幾個信條,包括“說話要有目的”,但是“當然,在男人俱樂部里,女人不需要有目標,”曾經在奧斯汀上班的一位女性員工如是說。
加州公平就業與住房部在起訴書中也提到了所謂“男人俱樂部”的情況,其中指出,“哪怕經驗或資歷不如女性員工,晉升機會往往還是會留給那些跟部門男性負責人關系緊密的男性員工,女性員工則遲遲得不到晉升或根本沒有晉升機會。”(科爾未就置評請求做出回應,他已經不在暴雪工作。)
女性的問題
暴雪是一家特別喜歡發電子郵件的公司,其郵件清單上涵蓋的話題從愛好到食物應有盡有。2012年,受微軟、索尼等游戲公司女性員工聯合起來的消息啟發,暴雪的女性員工終于有了自己的郵件群。
女性員工們表示,這只是一件微不足道的小事情,但卻幫助她們“找到了更多的同道知音”。最后,郵件群一分為二:其一為“美好生活”,主要談論些有關生活方式的話題;其二為“暴雪女性員工”,主要談論各類與工作有關的問題和通知。
后者還是“暴雪女性員工委員會”的根基所在。但直到2017年夏末,該委員會才得到暴雪的支持。
為表支持,暴雪在主園區之外舉辦了一場香檳酒會,不僅準備了手指三明治和各色甜點,還設置了一場“賓果破冰游戲”,游戲參與者的任務是找到一名符合某種特征的女性,例如去過危地馬拉或者曾經在紐約上學。在少數女性主管的注視下,暴雪的全球招聘總監愛麗絲·懷特進行了講話。但也有一些女性員工發現,在場的女性主管沒有一人來自游戲業務,而是都來自營銷、人力資源和社區管理等所謂“軟業務”。(懷特目前在谷歌工作。)
暴雪內部曾經成立過一些“前進一步小組”,也即所謂的“伙伴小組”,在這里,女性員工們能夠安心聚會、分享自己的故事。這些小組通常由5到8名女性組成,每月聚會一次,通常是在戶外,但許多參加過此類聚會的員工表示,這種聚會給人的感覺很像“閑談會”或“讀書俱樂部”,因為除了發泄一下情緒,可以說是一無所獲。聚會中談到的問題還是只能報給人力資源部門——這是一個女性員工們從一開始就猶豫要不要去的地方。此類“伙伴小組”最終也逐漸銷聲匿跡。
“我覺得暴雪的確有幫助女性員工的想法。”某暴雪在職員工表示。“但他們可能不敢觸碰‘兄弟會’男孩文化中有關性騷擾的實質性問題。”當時,在公開場合,動視暴雪一直享有“激動人心的工作場所”的美譽,包括《財富》雜志在內,都曾對其大加贊揚。從2015年到2019年,該公司連續入選“100家最適合工作的公司”排行榜。據卓越職場研究所(Great Place to Work Institute)做的員工調查顯示,“91%的員工認為在暴雪工作很有趣。”
當時曾經在暴雪工作過的員工表示,那時候似乎很少有人關心女性真正想要的是什么,比如當她們和男同事一樣努力工作時,如何才能夠獲得晉升。正如加州起訴書所指出的那樣:“在暴雪,女性員工獲得提拔的速度慢于男性員工,卻更容易遭到開除。”
2018年年底,拳頭游戲(Riot Games)的兩名員工向公司提起了集體訴訟,指控該公司存在性別歧視和騷擾問題。(訴訟已經于2021年12月達成和解,拳頭游戲同意支付1億美元作為賠償。)大約在同一時期,暴雪新聘請了一位多樣性、公平性和包容性(DEI)專家。但暴雪的前任及現任員工均表示,公司并未劃撥多少資源或資金用于支持該專家開展工作。(動視表示,該公司的確是從2017年開始關注、構建整個組織的DEI工作,并于2021年將此類工作整合到了一位高管的領導之下,由其負責協調公司各部門的DEI重點任務和相關工作。)
2019年,隨著新一輪裁員浪潮在暴雪蔓延開來,該公司的女性員工稱,她們再次遭遇了性別歧視,在被裁員工中所占比例過高,并且遭到了不公平對待。舉個例子,在大裁員后,有一位在暴雪全球廣播部門工作的女性員工承擔了許多額外職責,但卻未獲晉升。據其表示,在她提出質疑后,得到的答復是,公司希望在裁員后暫停所有“晉升工作”。但在接下來的兩天里,卻有4人獲得晉升。她與《財富》雜志分享了這封晉升郵件,同時還分享了她發給老板的信息,信中詢問他們能否討論(相關問題)。對此,動視表示,該公司繼續按計劃完成了2019年的晉升工作,不分男女。
在發給《財富》雜志的一份聲明中,動視重申,2019年之前,該公司不同部門的人力資源人員和領導團隊均各司其職,獨立運作,直到2019年才全部直接向動視暴雪報告,“由于公司對下屬部門獨立性的尊重,有時的確會給部分員工做出不當行為的空間”。動視還指出:“我們認識到,在某些情況下,即使公司制定了預防、制止相關行為的制度和政策,并鼓勵員工舉報不當行為,公司依然未能確保所有員工的行為均符合公司的價值觀和期望。回首過往,我們(的工作確實存在不盡如人意之處,)本可以做得更好。”
零容忍?
加州對動視暴雪提起的性騷擾訴訟仍然在審理之中。2021年9月,在美國平等就業機會委員會提起訴訟的第二天,動視暴雪同意以1800萬美元和解(不足該公司2020年收入的0.5%)。動視否認了“所有有關不當行為的指控”,并表示其同意和解是為了避免“再因此類糾紛產生額外費用、導致公司無法專心自身業務和面臨更多類似訴訟”。
今年1月,加州公平就業與住房部對美國平等就業機會委員會的和解協議提出異議,認為該協議“不公平、不充分、不合理”,給了動視“逃避責任”的機會。加州公平就業與住房部表示,借助該份和解協議,動視公司將能夠作廢諸多與加州起訴案相關的證據,導致可能提出索賠要求的大約13000名女性員工或將只能分得數百美元賠償。(相比之下,加州公平就業與住房部與拳頭游戲達成的和解金額為1億美元,其中8000萬美元將支付給該公司的2365名女性員工和女性合同工。)
科蒂克曾經承諾對性騷擾問題采取零容忍政策,放棄對性騷擾和性別歧視案件進行仲裁的要求,并將公司雇用的女性和“非二元性別”員工人數增加50%。科蒂克本人在2021年接受降薪(從每年175萬美元降至每年62500美元,加州的最低工資標準),并將執行到董事會認為公司已經達成一定的多樣性和包容性目標之后。(通過當年早些時候發放的獎金,科蒂克在2021年從該公司賺取了1.55億美元。)
在接受《華爾街日報》采訪時,就暴雪的職場問題,微軟的游戲首席執行官斯賓塞指出:“我們看到了該公司(在相關問題的處理上)所取得的進展,在我們決定未來的方向時,相關進展具有至關重要的意義。”不過,在有積極股東在微軟股東大會上贏得一項要求公司披露更多有關過往調查處理方式的提案之后,微軟于今年1月中旬宣布,微軟正在對自己的性騷擾和性別歧視相關政策進行審查。
本文提到的許多高管已經離開暴雪,包括J·艾倫·布拉克,他在加州提起訴訟后辭去了自己的職務。自2021年7月以來,動視暴雪已經辭退37名員工,另有44人受到紀律處分。至于阿弗拉西亞比,據暴雪稱,他已經于2020年因為行為不當而遭到解雇。
對暴雪的女性員工來說,此種清算既是痛苦又是宣泄。許多人懷疑此類訴訟或微軟的收購是否能夠帶來真正的改變,但也非常希望可以夢想成真。一位在該公司工作近十年的女性員工說,過去幾個月,她一直沉浸在尷尬、憂郁的情緒之中。“這絕對是我職業生涯中最艱難的時刻。”她說。“但對于留下來的女性來說,我們之所以這樣做還是因為相信暴雪有能力做出改變,變得更好。”
其它一些人似乎已經開始了新的生活。在忍受他人品頭論足、項目束之高閣、意見遭受忽視多年之后,眼見那些資質不如自己的男同事紛紛得到晉升,內心受傷在所難免。
在熬過2019年的大裁員后約一個月,尼基·布羅德里克提出了辭職,跳槽到了另一家游戲公司擔任制作人。選擇離開不僅是因為她開始在開車上班時出現恐慌癥狀,還因為她意識到自己對現在的工作已經不再熱愛,感覺自己在像“低俗的汽車推銷員”一樣推銷著暴雪的產品。“我之前一直以為自己會在暴雪干到退休。”她說(我采訪過的每位暴雪女性員工幾乎都發出過這樣的感慨),“我原以為我會一直熱愛這家公司,直到離世的那一天。但實際情況卻并不如我所愿,而且整整七年的時間里一點沒有好轉,這個時間也不短了。”
供職于暴雪出版部門的另一位女士講述了自己經歷過的一段故事,她說,這個故事很好地概括了她在暴雪的生涯,也完美地說明了修訂版加州起訴書中提到的所謂“男同事貶低或最小化女性員工的貢獻”一事。在2018年的BlizzCon活動期間,她在萬豪酒店和希爾頓酒店之間的走道上碰到了一位醉醺醺的男同事。那位男同事叫住她大聲嚷道:“你在那兒真是太好了,正好給了我搶走你全部功勞的機會!”
他摟了她一下,然后就走開了。(財富中文網)
譯者:梁宇
審校:夏林
2011年6月13日上午9點30分,在入職電子游戲制作公司——暴雪娛樂(Blizzard Entertainment)的第一天,尼基·布羅德里克準時到崗。
走到工位后,她發現自己的鍵盤前擺了一排酒杯(她覺得里面裝的應該是火球威士忌),因為當天也是她21歲的生日,所以這些酒水顯然是為她“生日獻禮”。在此之前,布羅德里克從未在任何時間喝過酒,但那天卻還是跟著經理一起一飲而盡。這是她在暴雪第一次感覺在工作中被人灌酒,但遠遠不是最后一次。她一共在暴雪待了八年。有一次在韓國出差時,上司明確告訴她,在晚上與合作公司的員工外出慶祝時,不能拒絕對方的敬酒,以免冒犯供應商。
布羅德里克在接受《財富》雜志采訪時說:“那天他們不停地灌我,直到我喝得酩酊大醉。我甚至都不知道自己后來是怎么回到酒店的。”
布羅德里克的經歷頗為極端,但卻并非個案。有超過20位的暴雪女性員工告訴《財富》雜志,縱觀暴雪30年的歷史,在大部分時間里,甚至在不久前,她們都覺得自己受到了與男性同事不一樣的區別對待。她們表示,事實上,這些貶低和欺凌行為往往在女性員工入職之時就已經開始。當有女性員工報到時,男性員工經常會過去圍觀,用某些人的話說,這叫“看看貨色”。一位供職暴雪多年的女性員工稱,每當有新的女性員工入職時,“她會被一大群男人圍得密不透風”。根據包括布羅德里克在內的多名員工的說法,在質量保證部門,曾經有一份流傳很久的電子表格,將女性新員工按照“性感程度”從1到10進行排名,表中還會列出這些女性員工最有魅力的特征以及是否約得出來。
有些女性員工表示,在暴雪,她們很快就學會了要回避有關感情狀態的問題。“否則公司的男同事會變得很難相處,在我遇到難題的時候,他們不會伸出援手,有項目的時候也不會帶上我。”暴雪的一名前女性員工在接受《財富》雜志采訪時如是說。
這些女性員工指出,當有男同事走到自己的工位時,她們會感覺很有壓力,感覺必須表現得很有禮貌,結果事后又會被別人說成是“交際花”。如果有男員工大喊大叫,大家就會覺得這是男人激情四射的表現,無傷大雅。而如果女性員工哭泣,則會被認為太過情緒化。與此同時,暴雪的女性員工稱,她們幾乎已經發自內心的覺得應該諒解男同事的不良行為,將其視為熱情釋放的副產品。“我們選擇加入暴雪都是出于對游戲的熱愛。”雪兒·斯嘉麗說,她曾經于2015年8月至2016年8月間在暴雪擔任軟件工程師。“在你對一項事業愛得如此深沉的時候,看到這種景象會感到非常困惑。”
暴雪是動視暴雪(Activision Blizzard,2021年《財富》美國500強中排名第373位)旗下的電子游戲巨頭,擁有31年的歷史,其最知名的作品是《魔獸世界》(World of Warcraft)和《守望先鋒》(Overwatch)。2008年,動視(Activision)收購了暴雪的母公司,這家電子游戲公司也隨之被動視收入麾下。但很長時間以來,暴雪仍然保留著自己獨特的文化,而在許多前任和現任員工的眼中,這種文化的弊端非常明顯。
美國加州公平就業與住房部自2018年開始對暴雪進行調查,并于兩年多之后的2021年7月對該公司正式提起訴訟,指控其存在性別歧視、騷擾和報復等問題,由此掀開了暴雪職場問題的面紗。在這份29頁的法庭文件和其后35頁的修訂版起訴書中,加州公平就業與住房部指控暴雪稱,雖然承擔的工作大致相同,但女性員工的收入比男性員工低;分配給女性員工的往往是低級職位,晉升速度也相對較慢;解雇或強迫女性員工辭職的頻率更高;“性騷擾女性員工”的情況長期存在,種種行徑“助長了性別歧視文化的氣焰”。
修訂版起訴書中寫道:“(暴雪的)女性員工幾乎一致認同,為該公司工作與在‘兄弟會’上班別無二致,二者的男性員工均以飲酒為樂,騷擾女員工的事件時有發生,并且不會有人遭到處罰。”2021年9月,美國平等就業機會委員會也以性騷擾和懷孕歧視為由對該公司提起了訴訟。
在當局采取上述司法行動之后,今年1月中旬,微軟宣布了一項令人震驚的收購計劃,該公司表示將以687億美元的價格收購動視暴雪,成就史上最大規模的美國公司現金收購交易。如果相關交易按計劃完成,微軟游戲的首席執行官菲爾·斯賓塞將負責對動視暴雪進行監管,而擔任動視首席執行官一職超過30年的鮑比·科蒂克則將繼續執掌動視暴雪的日常工作。如果收購完成,科蒂克持有股份的價值就將增加至約3.75億美元。
此次收購若要完成,尚需得到監管機構的批準。而據報道,本次審查工作將由美國聯邦貿易委員會、而非美國司法部執行。如此一來,美國聯邦貿易委員會將更有可能以反壟斷為由提出反對意見(合并后的公司將成為全球第三大游戲公司)。微軟的發言人拒絕就此事置評。
假設微軟能夠完成此次收購動視暴雪的交易,那么其接手的將是一家因為20多年來種種不端行徑而官司纏身的企業。
通過對29名前任及現任暴雪員工的采訪,《財富》雜志揭開了一幅黑暗而復雜的圖景:創業之初,暴雪充滿活力、成就非凡,但在創立前三年卻未曾雇傭過一名女性員工,在一路成長為《財富》美國500強公司后,又任由女性員工被騷擾、輕視和歧視。(在接受《財富》雜志采訪的暴雪女性員工中,有一些女性擔心會因為自己的言論或曾經簽署保密協議而遭到報復。另有員工曾經被公司要求簽署“禁止負面評論”協議,加州的修訂版起訴書中也提到了這一點。)
按照加州有關當局的指控描述,暴雪塑造了一種“惡劣的職場環境”,在這種環境中,原本岌岌無名的開發者得以“揚名立萬”,又因為自身重要性的凸顯而變得越發張狂。許多員工稱,他們對人力資源部門極不信任。修訂版起訴書中表示,因為“眾所周知”,人力資源部門的員工跟“那些所謂騷擾者走得很近”,暴雪員工的投訴積極性并不高。修訂版起訴書里還提到,暴雪在自己對人力資源部門的調查中也指出:“(員工對人力資源部門)嚴重缺乏信任”、“人力資源部門沒有得到很高的重視”。上述的種種行徑都發生在管理層越發重視“凈利潤”的背景之下,根據修訂版起訴書,在這種環境中,“高管人員和創作者可以公然進行性騷擾,而不會承擔任何后果。”
在回應《財富》雜志的置評請求時,動視對過去的暴雪和現在的暴雪進行了切割:“您所說的是過去的暴雪,而非現在的暴雪。實際上,您提及的那些暴雪員工均已經不在公司工作,您強調的事件和情況都是陳年舊事,已經不能反映暴雪現在的情況。暴雪的領導團隊致力于為全體員工打造最優異的職場環境。動視暴雪的各個部門均以樹立行業典型、打造真正安全、有尊嚴的職場環境為目標。科蒂克先生也非常重視相關問題,強調要不打折扣地踐行公司價值和愿景,我們也正在為實現這一目標而努力。”
動視暴雪補充說,本篇報道中提及的許多事件在人力資源部門都沒有投訴記錄,公司在了解到相關指控后已經進行了調查,并已經采取行動。動視暴雪稱,在對收到的投訴進行內部審查后,自2021年7月以來,已經有37名員工離職,另有44人受到書面訓誡、正式警告或其他處分。該公司還向《財富》雜志發送了一份清單,列出了該公司近期為改善職場環境而采取的15項改革措施,其中包括2021年11月出臺的禁止在工作場所飲酒的政策,并放棄了對個人性騷擾和歧視索賠的仲裁要求。
動視暴雪的事件發生在游戲行業并不令人意外。一如某位暴雪現任員工所說:“不夸張的說,從第一行代碼寫出來開始”,游戲行業就與厭女癥聯系在一起。但從本質上講,這起案例依然令人不寒而栗:極端行為、甚至公然違法的行為在組織內部竟能如此“習以為常”,以至于不僅侵蝕了企業文化,甚至成為了文化本身。
早年情況
暴雪(原名Silicon & Synapse)創立于1991年,三位創始人在大學時期便是好友,均來自美國加州大學洛杉磯分校(UCLA)。這里曾經是“書呆子”統治的王國。正如該公司于2001年發布的十周年紀念視頻所描述的那樣,公司的核心是“一群親密無間的老爺們”,他們“很慶幸能夠在一個更像兄弟會而非企業的地方工作,對他們而言,游戲就是生活的養料、呼吸的空氣。”
在后來的一段視頻中,在談及理想的程序員類型時,該公司的聯合創始人艾倫·阿德漢姆回憶道:“我們只想要那些發自內心熱愛游戲和編程的員工。”米基·尼爾森于1993年加入暴雪,在這里一待就是22年,他在回憶錄中這樣寫道:“大家一起工作、一起玩樂,有消息都會互相通知。我甚至可以說,暴雪能夠有今天的成就,靠的就是卡拉OK、《侍魂曉》(Samurai Shodown,一款格斗游戲)和雞尾酒”
《魔獸爭霸:人類與獸人》(Warcraft: Orcs & Humans)是該公司的早期作品之一,于1994年11月上市發行,這是一款以神秘的艾澤拉斯王國為背景的實時奇幻策略游戲,也是該公司的首款熱賣作品。在《魔獸爭霸:人類與獸人》一炮而紅之后,暴雪迅速推出了兩部續作,為日后《魔獸世界》系列狂賺數十億美元鋪平了道路。
也就是在這一時期(暴雪成立三年之后)前后,暴雪雇傭了公司的首位女性員工,這一事件在其十周年紀念視頻中被大書特書,畫外音是說,這位女士的到來給公司帶來了“平和、寧靜”的氛圍,她“妹妹般的舉止就像照入公司內的一縷陽光”。
本世紀初,暴雪的女性員工仍然很少,以至于在采訪曾經供職該公司的女性員工時,她們都會告訴我,即便在文中匿名,還是很容易被認出身份。此外,和其他游戲公司的女性員工或者女性游戲玩家一樣,暴雪公司的女性員工也背負著證明自己“確實是”游戲玩家的負擔。
克里斯汀·布勞內爾于2003年加入暴雪,供職于質量保障部門,該團隊負責檢測游戲是否可以按照預期正常運行、是否存在故障。布勞內爾表示,入職之初,經常一連兩個星期沒有人跟她說話或邀請她共進午餐,直到有一次在公司于周六舉辦的《魔獸爭霸3:冰封王座》(Warcraft III: The Frozen Zone)功能測試活動中,她拿到了第二名,“情況才徹底改觀”,布勞內爾說。回顧自己在暴雪兩年的工作生涯,布勞內爾飽含深情(她還表示,自己從未遭受過性騷擾)。
和許多同事一樣,布勞內爾也為能夠在業內最酷的公司之一工作而感到興奮。約翰·斯塔茨是《魔獸世界》最初的層級設計師之一,他在接受《財富》雜志采訪時回憶說,在這里,有些開發者“不喜歡跟別人有目光接觸,也不太善于跟別人溝通”(他還曾經寫過一本關于《魔獸世界》制作過程的回憶錄),但他們對自己制作的游戲充滿了熱情,為了多花些時間專心打造自己心愛的項目,甚至自愿在周末加班工作。
游戲開發就像是一場豪賭:在投入數年時間、數百萬美元的資金之后,你依然無法判斷自己制作出來的游戲玩起來是否有趣,必須要在玩家玩過之后才可以真正得出結論。因此,當經過近十年的開發、《魔獸世界》于2004年11月發布后,其獲得的空前成功甚至讓暴雪自己都感到驚訝。這款多人奇幻游戲采用了付費訂閱的全新商業模式。這一創新幾乎在一夜之間就改變了暴雪公司的面貌,使雇傭數十名客服協助玩家處理各種問題變成了公司的最大開支,斯塔茨在自己的回憶錄中如是寫道。
《魔獸世界》的成功對該公司的文化產生了同樣巨大的影響。此前,從未有人爭搶功勞,所以所有人都能夠將該游戲當成自己的作品,但這時卻出現了變化。開發者突然成了大明星,還有了一大幫粉絲(暴雪在2005年舉辦了首屆粉絲大會——BlizzCon),公司的停車場也突然停滿了蘭博基尼(Lamborghini)。(當時,暴雪會根據員工的職務和司齡長短與員工進行利潤分成。)
一位在暴雪工作了十多年的前員工說,《魔獸世界》“毀了暴雪。信任和友誼無法量化。”
難纏的怪物
不過甚至在《魔獸世界》發布之前,暴雪的三位創始人——艾倫·阿德漢姆、邁克·莫海姆和弗蘭克·皮爾斯就已經發現了一些蛛絲馬跡,意識到已經到了要對公司文化加以約束的時候。“導致暴雪目前所有問題的元素當時都已經存在。”一位暴雪的前員工如是表示。當時,公司請來了一位女性老師,就“惡劣職場環境”這一主題為暴雪當時的全體員工(約300名)上了一堂4小時的專題課,課上也詳細講解了加州有關騷擾問題的各項法律。(阿德漢姆如今仍然在暴雪工作,但他拒絕就有關暴雪職場環境的問題發表評論。莫海姆未對這一記錄發表評論,皮爾斯也未回復置評請求。)
但是,就在暴雪教育員工學習“惡劣職場環境”相關知識的同時,也在給那些漠視女同事的男性員工升職加薪。例證一:一位名叫亞歷克斯·阿弗拉西亞比的開發者,2004年加入《魔獸世界》項目。阿弗拉西亞比是加州公平就業與住房部在起訴書中點名的兩個對象之一。根據起訴書,他“公然參與性騷擾,卻幾乎沒有受到任何處罰”。起訴書中點名的另一對象是暴雪的前總裁J·艾倫·布拉克,加州公平就業與住房部指控其未對阿弗拉西亞比進行處罰。記者未能聯系到阿弗拉西亞比和布拉克就相關事項予以置評。
羅布·帕爾多曾經是《魔獸世界》的首席設計師,據說他為人頗固執,喜歡雇傭跟自己性格相似的員工。他有時會通過搜索游戲論壇來尋找自己心儀的人選。帕爾多和阿弗拉西亞比都是《無盡的任務》(EverQuest,1991年發布)的死忠玩家,在其中投入了大把的時間。這是由索尼在線娛樂公司(Sony Online Entertainment)出品,類似《龍與地下城》(Dungeons and Dragons)的一款線上游戲。二人還都成立了公會(一種為共同目標,比如共同對付難纏的怪物,而聯合起來的玩家團體。)。根據安東尼·帕倫比于2017年出版的《魔獸世界》周邊讀物《血災與無盡突襲》(Blood Plagues and Endless Raids),阿弗拉西亞比在《無盡的任務》中領導的“天堂之火”(Fires of Heaven)游戲公會會向申請入會的女性玩家索取裸照,并會在會員中傳播這些照片。
曾經與阿弗拉西亞比共事過的許多同事都表示他很難相處,他甚至會當面或通過電子郵件公開表達自己(對同事)的輕蔑之意。有些曾經與阿弗拉西亞比共事的女性員工表示,剛開始,他的行為可能大多在違規邊緣,所以她們會問自己:“這種行為是否真的那么糟糕?真的有必要投訴么?”一位前女性員工如是說道。“而且即便相關部門找了涉事者談話,也會不了了之。”
修訂版起訴書指出,布拉克“據稱曾經多次與阿弗拉西亞比就后者的酗酒問題進行談話”,然而酒精就像深夜的《龍與地下城》游戲一樣早已深深融入暴雪的文化之中。有多名暴雪前員工指出,該公司時常進行“喝通關”(Cube Crawls)游戲,從下午4點開始,一直持續到次日凌晨2、3點,果凍甜酒和伏特加小熊軟糖都是菜單上的常客。暴雪的午餐桌上經常可以看到啤酒,其他時段也常有員工飲酒。(作為對比,斯塔茨稱,在他供職暴雪的11年里,耳聞目睹過的最糟糕行為不過是“一兩人在公司活動中喝多了”而已,他參加過的假日聚會和發布會活動都是“平平無奇的商業活動”。)
暴雪的前女性員工報告稱,性別歧視現象在這里司空見慣(“你能夠得到這份工作就是因為你長得漂亮。”),還會聽到有關強奸和性交易的笑話,也會有人在不必要的情況下摟抱女性員工或觸摸女性員工的腰部。起訴書中也提到了此類騷擾,并指出,男性員工“公開對女性品頭論足,還會拿強奸相關的話題開玩笑”,而女性員工則“不得不持續應付自己的男同事和上司在性方面令人厭惡的評論和侵犯行為,在‘喝通關’和其他公司活動中也會成為揩油的對象”。男性喝酒之后那些過分的揩油動作會變得更加大膽。“這些家伙缺乏社交技巧,雖然沒有什么惡意,但這些行為是錯誤的。”一位2006年左右曾經在暴雪供職的女性員工如是說。
很快,有些男性員工(其中最臭名昭著的可能就是阿弗拉西亞比)會在暴雪的聚會上對女性員工上下其手的事就成了公開的秘密,但這種行為卻在暴雪得到了合理化,并被當作醉酒后的惡作劇而得到了包容。曾經在暴雪任軟件工程師一職的斯嘉麗說,阿弗拉西亞比在暴雪的年終聚會上騷擾過自己,一個朋友告訴她,在暴雪于前年舉行的BlizzCon活動中,自己也被阿弗拉西亞比揩過油:“他就是個醉酒的臭流氓,一直如此。”(在修訂版起訴書中,阿弗拉西亞比被列為該公司“因年資/職位原因而不愿對騷擾者進行處理的典型案例”。)
升級
2007年年底,暴雪搬到了更能夠匹配其游戲巨頭地位的新總部。暴雪的舊總部位于一個無人看守、普普通通的辦公園區之中,在那里,員工們總是在悶聲苦干,此外,為了更好地防止屏幕眩光,這里的辦公室通常都沒有窗戶;而新總部的入口則有保安把守,一扇扁平的黑色大門上還焊著“暴雪”(BLIZZARD)兩個大字。
大約就在這一時期,公司的創始人團隊決定確定公司的核心價值觀(雖然有暴雪老員工認為,此時確定價值觀可能是為了可以將其刻在公司為新總部塑造的12英尺高、2噸重的青銅獸人戰士雕像之上)。創始人團隊一共提出了8條價值觀,其中包括“友善游戲、公平游戲”、“擁抱你內心的極客靈魂”、“用負責任的方式引領世界”和“傾聽每個人的聲音”。
但有多位接受《財富》雜志采訪的女性表示,對那些向人力資源部門投訴過的員工來說,最后一個核心價值觀只是一句空話。
布羅德里克(那名以豪飲開啟自己暴雪生涯的員工)說,她一開始覺得在遭到騷擾時自己去找人力資源部門顯得太不成熟,于是就由她的職場導師代為報告了相關情況。據稱,有位同事對布羅德里克說:“哦,天哪,這條短褲太適合你了,顯得你的屁股特別好看。”對此,人力資源部門的回答是:這位同事來自歐洲,“不了解美國文化。”(布羅德里克的職場導師對《財富》雜志確認了這一事件的真實性。)后來,因為覺得領導故意不給自己機會,還把自己的功勞據為己有,布羅德里克便詢問人力資源部門是否能夠調換部門,對此,人力資源部門的答復是:“提這種要求太孩子氣了,像個小屁孩。”(沒錯,他們就是用了“小屁孩”一詞,還告訴布羅德里克:“別老是想著攀高枝。”)
員工們回憶稱,因為人力資源部門的人員流動頻繁,自己很難建立起對他們的信任。一些員工表示,即便人力資源部門確針對員工投訴的行為采取了行動,通常也只是將涉事人員調到其他團隊。而且很少會有書面記錄(如果有過的話)。如果人力資源部門反饋說:“這是個誤會。我們會和他談談。”也不會有證據可以證明他們是否的確進行了相關工作(在處理某女性員工的投訴時就是如此)。曾經在暴雪任軟件工程師一職的斯嘉麗說,在她通過推特(Twitter)發布了自己在暴雪的經歷(包括在人力資源部門獲得的不快體驗)之后,她從300多名暴雪的現任員工和前任員工那里聽到了類似的故事。多位女性向《財富》雜志表示,她們覺得自己無法信任人力資源部門的工作,發起投訴甚至可能給自己惹上麻煩。
加州公平就業與住房部向法庭提交的文件也給出了相同的結論,起訴書指出,暴雪“未能采取有效的補救措施”來處理員工有關騷擾、歧視和報復的報告。此外,它還發現,人力資源部門對員工的投訴“不屑一顧、敷衍塞責,并且全無保密措施。”在發起投訴之后,相關女性員工、外派人員和臨時工常會遭到打擊報復,打擊的手段包括但不限于剝奪工作項目、被迫調離原工作單位和被選為裁員對象。
榮登榜首
到2008年,《魔獸世界》在全球已經擁有約900萬名玩家,使其成為史上最成功的在線系列游戲。動視(《使命召喚》系列游戲的制作公司)的首席執行官鮑比·科蒂克非常希望能夠將其納入自己公司不斷擴大的游戲矩陣之中。因此,他策劃了維旺迪(Vivendi,1998年收購暴雪)的游戲部門與動視的大規模合并。
科蒂克以重視凈利潤而聞名。“在這樣一個備受最新潮流影響的行業里,他因為專注打造‘股東友好型’企業而博得盛名。”一篇提名他入圍MarketWatch的2008年度最佳首席執行官獎的文章如是寫道。科蒂克公開追求利潤最大化的做法有時也會拉遠公司與那些純粹追求游戲體驗的玩家的距離。在網上,甚至有人將科蒂克惡搞成了頭頂長角的魔鬼。
但直到2012年2月,科蒂克效應對暴雪的影響才開始顯現,當時,《魔獸世界》的訂閱量從2010年的1200萬下降到680萬,致使該公司裁掉了600名員工。不久之后,再聽到同事提到凈利潤時,便開始有暴雪員工互相打趣道:“當心,‘動視’又來了。”
持續惡化
如果說在業務蒸蒸日上的時候,女性員工的日子已經不好過,那么隨著業務持續下滑,情況就只會越發糟糕。在2012年的裁員之后,暴雪“便從創造的天堂變成了恐懼的庇護所。”一位當時供職暴雪的前員工表示,“因為不知道哪天會被裁員,你會失去很多創作的自由和精力。”
與此同時,據當時供職暴雪的員工稱,公司開始像高中食堂那樣有了小團體。相關員工稱,管理層給他們的感覺是,要想參與項目或獲得幫助,就必須打點好關系。一些女性員工在接受《財富》雜志采訪時認為,這種社交需求給她們帶來了更多的熬夜、喝酒和參加深夜聚會的壓力。
據暴雪的前員工稱,暴雪的晉升完全由一個由四、五人組成的小集團所把持。在美國得克薩斯州奧斯汀的辦公室里,這被稱為“科爾法則”。“科爾”是指懷亞特·科爾,他于2013年走出爾灣,開始負責暴雪的北美客服業務。科爾有幾個信條,包括“說話要有目的”,但是“當然,在男人俱樂部里,女人不需要有目標,”曾經在奧斯汀上班的一位女性員工如是說。
加州公平就業與住房部在起訴書中也提到了所謂“男人俱樂部”的情況,其中指出,“哪怕經驗或資歷不如女性員工,晉升機會往往還是會留給那些跟部門男性負責人關系緊密的男性員工,女性員工則遲遲得不到晉升或根本沒有晉升機會。”(科爾未就置評請求做出回應,他已經不在暴雪工作。)
女性的問題
暴雪是一家特別喜歡發電子郵件的公司,其郵件清單上涵蓋的話題從愛好到食物應有盡有。2012年,受微軟、索尼等游戲公司女性員工聯合起來的消息啟發,暴雪的女性員工終于有了自己的郵件群。
女性員工們表示,這只是一件微不足道的小事情,但卻幫助她們“找到了更多的同道知音”。最后,郵件群一分為二:其一為“美好生活”,主要談論些有關生活方式的話題;其二為“暴雪女性員工”,主要談論各類與工作有關的問題和通知。
后者還是“暴雪女性員工委員會”的根基所在。但直到2017年夏末,該委員會才得到暴雪的支持。
為表支持,暴雪在主園區之外舉辦了一場香檳酒會,不僅準備了手指三明治和各色甜點,還設置了一場“賓果破冰游戲”,游戲參與者的任務是找到一名符合某種特征的女性,例如去過危地馬拉或者曾經在紐約上學。在少數女性主管的注視下,暴雪的全球招聘總監愛麗絲·懷特進行了講話。但也有一些女性員工發現,在場的女性主管沒有一人來自游戲業務,而是都來自營銷、人力資源和社區管理等所謂“軟業務”。(懷特目前在谷歌工作。)
暴雪內部曾經成立過一些“前進一步小組”,也即所謂的“伙伴小組”,在這里,女性員工們能夠安心聚會、分享自己的故事。這些小組通常由5到8名女性組成,每月聚會一次,通常是在戶外,但許多參加過此類聚會的員工表示,這種聚會給人的感覺很像“閑談會”或“讀書俱樂部”,因為除了發泄一下情緒,可以說是一無所獲。聚會中談到的問題還是只能報給人力資源部門——這是一個女性員工們從一開始就猶豫要不要去的地方。此類“伙伴小組”最終也逐漸銷聲匿跡。
“我覺得暴雪的確有幫助女性員工的想法。”某暴雪在職員工表示。“但他們可能不敢觸碰‘兄弟會’男孩文化中有關性騷擾的實質性問題。”當時,在公開場合,動視暴雪一直享有“激動人心的工作場所”的美譽,包括《財富》雜志在內,都曾對其大加贊揚。從2015年到2019年,該公司連續入選“100家最適合工作的公司”排行榜。據卓越職場研究所(Great Place to Work Institute)做的員工調查顯示,“91%的員工認為在暴雪工作很有趣。”
當時曾經在暴雪工作過的員工表示,那時候似乎很少有人關心女性真正想要的是什么,比如當她們和男同事一樣努力工作時,如何才能夠獲得晉升。正如加州起訴書所指出的那樣:“在暴雪,女性員工獲得提拔的速度慢于男性員工,卻更容易遭到開除。”
2018年年底,拳頭游戲(Riot Games)的兩名員工向公司提起了集體訴訟,指控該公司存在性別歧視和騷擾問題。(訴訟已經于2021年12月達成和解,拳頭游戲同意支付1億美元作為賠償。)大約在同一時期,暴雪新聘請了一位多樣性、公平性和包容性(DEI)專家。但暴雪的前任及現任員工均表示,公司并未劃撥多少資源或資金用于支持該專家開展工作。(動視表示,該公司的確是從2017年開始關注、構建整個組織的DEI工作,并于2021年將此類工作整合到了一位高管的領導之下,由其負責協調公司各部門的DEI重點任務和相關工作。)
2019年,隨著新一輪裁員浪潮在暴雪蔓延開來,該公司的女性員工稱,她們再次遭遇了性別歧視,在被裁員工中所占比例過高,并且遭到了不公平對待。舉個例子,在大裁員后,有一位在暴雪全球廣播部門工作的女性員工承擔了許多額外職責,但卻未獲晉升。據其表示,在她提出質疑后,得到的答復是,公司希望在裁員后暫停所有“晉升工作”。但在接下來的兩天里,卻有4人獲得晉升。她與《財富》雜志分享了這封晉升郵件,同時還分享了她發給老板的信息,信中詢問他們能否討論(相關問題)。對此,動視表示,該公司繼續按計劃完成了2019年的晉升工作,不分男女。
在發給《財富》雜志的一份聲明中,動視重申,2019年之前,該公司不同部門的人力資源人員和領導團隊均各司其職,獨立運作,直到2019年才全部直接向動視暴雪報告,“由于公司對下屬部門獨立性的尊重,有時的確會給部分員工做出不當行為的空間”。動視還指出:“我們認識到,在某些情況下,即使公司制定了預防、制止相關行為的制度和政策,并鼓勵員工舉報不當行為,公司依然未能確保所有員工的行為均符合公司的價值觀和期望。回首過往,我們(的工作確實存在不盡如人意之處,)本可以做得更好。”
零容忍?
加州對動視暴雪提起的性騷擾訴訟仍然在審理之中。2021年9月,在美國平等就業機會委員會提起訴訟的第二天,動視暴雪同意以1800萬美元和解(不足該公司2020年收入的0.5%)。動視否認了“所有有關不當行為的指控”,并表示其同意和解是為了避免“再因此類糾紛產生額外費用、導致公司無法專心自身業務和面臨更多類似訴訟”。
今年1月,加州公平就業與住房部對美國平等就業機會委員會的和解協議提出異議,認為該協議“不公平、不充分、不合理”,給了動視“逃避責任”的機會。加州公平就業與住房部表示,借助該份和解協議,動視公司將能夠作廢諸多與加州起訴案相關的證據,導致可能提出索賠要求的大約13000名女性員工或將只能分得數百美元賠償。(相比之下,加州公平就業與住房部與拳頭游戲達成的和解金額為1億美元,其中8000萬美元將支付給該公司的2365名女性員工和女性合同工。)
科蒂克曾經承諾對性騷擾問題采取零容忍政策,放棄對性騷擾和性別歧視案件進行仲裁的要求,并將公司雇用的女性和“非二元性別”員工人數增加50%。科蒂克本人在2021年接受降薪(從每年175萬美元降至每年62500美元,加州的最低工資標準),并將執行到董事會認為公司已經達成一定的多樣性和包容性目標之后。(通過當年早些時候發放的獎金,科蒂克在2021年從該公司賺取了1.55億美元。)
在接受《華爾街日報》采訪時,就暴雪的職場問題,微軟的游戲首席執行官斯賓塞指出:“我們看到了該公司(在相關問題的處理上)所取得的進展,在我們決定未來的方向時,相關進展具有至關重要的意義。”不過,在有積極股東在微軟股東大會上贏得一項要求公司披露更多有關過往調查處理方式的提案之后,微軟于今年1月中旬宣布,微軟正在對自己的性騷擾和性別歧視相關政策進行審查。
本文提到的許多高管已經離開暴雪,包括J·艾倫·布拉克,他在加州提起訴訟后辭去了自己的職務。自2021年7月以來,動視暴雪已經辭退37名員工,另有44人受到紀律處分。至于阿弗拉西亞比,據暴雪稱,他已經于2020年因為行為不當而遭到解雇。
對暴雪的女性員工來說,此種清算既是痛苦又是宣泄。許多人懷疑此類訴訟或微軟的收購是否能夠帶來真正的改變,但也非常希望可以夢想成真。一位在該公司工作近十年的女性員工說,過去幾個月,她一直沉浸在尷尬、憂郁的情緒之中。“這絕對是我職業生涯中最艱難的時刻。”她說。“但對于留下來的女性來說,我們之所以這樣做還是因為相信暴雪有能力做出改變,變得更好。”
其它一些人似乎已經開始了新的生活。在忍受他人品頭論足、項目束之高閣、意見遭受忽視多年之后,眼見那些資質不如自己的男同事紛紛得到晉升,內心受傷在所難免。
在熬過2019年的大裁員后約一個月,尼基·布羅德里克提出了辭職,跳槽到了另一家游戲公司擔任制作人。選擇離開不僅是因為她開始在開車上班時出現恐慌癥狀,還因為她意識到自己對現在的工作已經不再熱愛,感覺自己在像“低俗的汽車推銷員”一樣推銷著暴雪的產品。“我之前一直以為自己會在暴雪干到退休。”她說(我采訪過的每位暴雪女性員工幾乎都發出過這樣的感慨),“我原以為我會一直熱愛這家公司,直到離世的那一天。但實際情況卻并不如我所愿,而且整整七年的時間里一點沒有好轉,這個時間也不短了。”
供職于暴雪出版部門的另一位女士講述了自己經歷過的一段故事,她說,這個故事很好地概括了她在暴雪的生涯,也完美地說明了修訂版加州起訴書中提到的所謂“男同事貶低或最小化女性員工的貢獻”一事。在2018年的BlizzCon活動期間,她在萬豪酒店和希爾頓酒店之間的走道上碰到了一位醉醺醺的男同事。那位男同事叫住她大聲嚷道:“你在那兒真是太好了,正好給了我搶走你全部功勞的機會!”
他摟了她一下,然后就走開了。(財富中文網)
譯者:梁宇
審校:夏林
Nicki Broderick arrived promptly at 9:30 a.m. on June 13, 2011, for her first day as an employee at the video game developer Blizzard Entertainment.
Lined up in front of her keyboard she found a row of shots—she thinks they were Fireball Whisky—apparently to acknowledge that it was also Broderick’s 21st birthday. She'd never done shots before, at any time of day, but downed them with her manager. It was the first time Broderick, who spent eight years at Blizzard, felt forced to drink at work. But it was far from the last. Later, during a work trip to Korea, Broderick says she was instructed not to refuse any drinks on a celebratory evening out with colleagues from a company that had partnered with Blizzard on an e-sports event, lest the vendor be offended.
“They made me drink until I was blackout drunk,” Broderick tells Fortune. “I don’t even know how I got back to my hotel that night.”
Broderick’s experience was extreme, but hardly unique. More than two dozen women told Fortune that for most of Blizzard's three-decade history, and until very recently, they felt they were treated differently from men. In fact, they say, the demeaning and bullying behavior often began the moment a woman arrived. During new employee onboarding, men would walk by to, as some put it, “check out the crop”—meaning, of women. When a woman arrived for her first day of work, “there would literally be a group of men around her so you couldn’t even see her,” says a female current longtime employee. In the quality assurance department, according to multiple employees, including Broderick, for a time there was a spreadsheet to rank new hires on a "hotness" scale from 1 to 10—listing a woman’s best features and whether she was available or not.
Some women say they quickly learned to avoid answering questions about relationship status. “Otherwise, these guys wouldn’t work with me, or wouldn’t go out of their way to help me out or get me engaged on a project,” a female former employee tells Fortune.
When men would stop by their desks, women say they felt pressure to be polite, but then would get feedback that they were too sociable. If a man yelled, that was okay because it was seen as passion; if a woman cried she would be written off as too emotional. At the same time, women at Blizzard say they could almost convince themselves that bad behavior by the men should be excused as a byproduct of shared enthusiasm. “That’s why you’re there, is because you love gaming,” says Cher Scarlett, a software engineer at Blizzard from August 2015 to August 2016. “It’s very confusing when you love something so much.”
Blizzard, the 31-year-old video game powerhouse known for World of Warcraft and Overwatch, is a division of Activision Blizzard, which ranks No. 373 on the Fortune 500. In 2008, Activision acquired Blizzard's parent company, and the video game maker became a unit of Activision. Still, Blizzard long retained its own distinctive culture—one that many former and current employees describe as toxic.
The workplace issues at Blizzard have come to the fore thanks to a July 2021 suit brought by California’s Department of Fair Employment and Housing (DFEH) alleging gender discrimination, harassment, and retaliation—this after a more than two-year investigation into the company that began in 2018. The 29-page court filing and the subsequent 35-page amended complaint assert that the company “fostered a sexist culture” by paying women less than men despite instances in which employees performed substantially similar work; assigned women to lower-level jobs and promoted them at slower rates compared with men; fired or forced women to quit more frequently than men; and subjected women to "constant sexual harassment."
As the amended complaint reads, "Female employees almost universally confirmed that working for Defendants was akin to working in a frat house, which invariably involved male employees drinking and subjecting female employees…to sexual harassment with no repercussion." The U.S. Equal Employment Opportunity Commission (EEOC) also filed suit against the company in September for sexual harassment and pregnancy discrimination.
Those legal actions were followed by a bombshell acquisition announcement in mid-January. In the largest cash acquisition of a U.S. company ever, Microsoft said it planned to acquire Activision for $68.7 billion. If the transaction is finalized as planned, Phil Spencer, the CEO of Microsoft Gaming, will oversee Activision Blizzard. But Bobby Kotick, Activision's CEO for more than 30 years and a polarizing figure in the gaming world for his bottom-line mentality, will remain at the helm of Activision Blizzard—and his holdings will be worth some $375 million if the purchase is completed.
The deal still must be approved by regulators. And the Federal Trade Commission is reportedly planning to review the acquisition, rather than the Justice Department. That raises the possibility that the FTC could object to Microsoft's acquisition of Activision Blizzard on antitrust grounds—the combined entity would be the third-largest gaming company in the world. A spokesperson for Microsoft declined to comment for this story.
Assuming that Microsoft is able to complete the Activision Blizzard purchase, it will be taking on a company that is still in the process of reckoning with allegations of corporate misbehavior that go back more than two decades.
Fortune’s interviews with 29 former and current Blizzard employees reveal a dark and complicated picture of how Blizzard, a vibrant and outrageously successful gaming startup that for its first three years employed not a single woman, became part of a Fortune 500 company that routinely allowed women to be harassed, belittled, and discriminated against. (Some of the women Fortune spoke to feared retaliation for speaking out or had signed nondisclosure agreements. Others had been required to sign non-disparagement agreements, something that was cited in the amended California complaint.)
Blizzard fostered what the California complaint described as a "hostile work environment," in which previously anonymous developers became celebrities, emboldened by their newfound importance. Many employees say they were deeply distrustful of HR, where, according to the amended complaint, employees were discouraged from complaining, as HR staffers "were known to be close to alleged harassers." The amended complaint cites Blizzard's own internal investigation of HR, which noted that there was "a big lack of trust" and that "HR was not held in high regard." This was all set against an ever-increasing focus on the bottom line, an environment in which, according to the amended complaint, "high-ranking executives and creators engaged in blatant sexual harassment without repercussions."
In response to a request for comment from Fortune, Activision draws a bright line between the Blizzard of yesteryear and what exists today: "The Blizzard you portray from years past is not the Blizzard of today. Virtually no one you mention from Blizzard is still with the company, and the events and processes you highlight are not a reflection of today’s Blizzard—nor have they been for years. The leadership team at Blizzard is focused on creating the best possible environment for every member of our team. Across Activision Blizzard, our goal is to set an example for our industry with a truly safe and respectful workplace. Mr. Kotick is focused on ensuring that we live up to our values and aspirations without exception, and we are working hard to take the actions necessary to do so."
Activision added that there is no record of HR complaints for many of the incidents described in this story, and that when the company is made aware of allegations, it investigates and takes action. According to Activision Blizzard, following internal reviews of complaints that were filed, since July 37 employees have exited the company and another 44 have received written reprimands, formal warnings, or other discipline. The company also sent Fortune a list of 15 recent changes it had instituted to improve workplace conditions, including a November policy to ban alcohol in the workplace, and waiving required arbitration of individual sexual harassment and discrimination claims.
The story of Activision Blizzard takes place, of course, in the gaming industry, which has been associated with misogyny "practically since the first line of code was written," as one current Blizzard employee puts it. But at its heart, it's a chilling case study of how extreme and even blatantly illegal behavior can become so normalized inside an organization that it doesn't just infringe on the culture, it becomes the culture.
The early years
Blizzard (originally named Silicon & Synapse) was founded by three college friends from UCLA in 1991. It was a place where nerds ruled. The core was a tight-knit group of men who lived and breathed games in “a work environment that was thankfully more like a frat house than a business,” as a 10th anniversary video released in 2001 put it. “We just wanted guys who were really into games and really into computer coding,” cofounder Allen Adham recalled in a later video, talking about the types of programmers the company wanted to hire. Micky Neilson, who arrived in 1993 and stayed for 22 years, wrote of the time in his memoir: “We all worked together and we all partied together and one informed the other…I would even go so far as to say that the foundation of what Blizzard is today was built on a bedrock of karaoke, [fighter game] Samurai Shodown, and Jack and Coke.”
One of the company’s early offerings was Warcraft: Orcs & Humans, released in November 1994, a quirky real-time fantasy strategy game set in the mythic kingdom of Azeroth. It was the company’s first hit, immediately spawning two sequels and paving the way for a multibillion-dollar franchise known as World of Warcraft.
Around this time, three years after its founding, Blizzard hired its first female employee, an event of such significance it was touted in the 2001 video with a voiceover saying the woman brought “calm and serenity” and her “little-sister-like demeanor brought a bit of sunshine.”
Women remained so scarce at Blizzard through the early 2000s that everyone I approached from that period told me they would be easily identified even if quoted anonymously. And women at Blizzard had the same burden they had in the industry in general—or as players—which is to prove they were “real” gamers. Christine Brownell, who arrived in 2003 to work in quality assurance (or QA), a team that checks to make sure the game works as expected and nothing is broken, says hardly anyone talked to her for two weeks and no one invited her to lunch. Until, that is, she came in second in a Saturday event the company held to test the tournament functionality on its game Warcraft III: The Frozen Zone. “Then everything changed,” says Brownell, who looks back at her two years at Blizzard fondly (and says she was never harassed).
Like many of her colleagues, Brownell was excited just to be working at one of the coolest companies in the industry. It was the kind of place where some developers “avoid eye contact and are awkward conversationalists,” recalled John Staats, one of World of Warcraft's original level designers, in an interview with Fortune (he also wrote a memoir about the making of World of Warcraft). But they were so passionate with the games they were creating that they voluntarily worked on weekends because they wanted extra time to focus on pet projects, Staats says.
Game development is a huge gamble: You can invest years and millions, and yet there’s no real way to tell if a game is going to be fun to play until people experience it. So when Blizzard released World of Warcraft in November 2004, after nearly a decade in development, its wild and unprecedented success surprised even Blizzard. The multiplayer fantasy game—featuring an innovative business model requiring players to pay for a subscription—transformed the company almost overnight into one whose biggest expenditure was the dozens of customer service representatives it had to hire to handle all the players, as Staats wrote in his memoir.
And World of Warcraft's success had an equally seismic effect on the company's culture. Before, no one publicly took credit for what they did on a game, so everyone in the company could take ownership. That began to change. Developers were suddenly rock stars complete with adoring fans (Blizzard held its first fan convention, BlizzCon, in 2005) and company parking lots suddenly began to be dotted with Lamborghinis. (At the time, Blizzard shared profits with employees, with percentages based on their roles and how long they’d been there.)
World of Warcraft “just really blew things up,” says a former employee who spent more than a decade there. “That same level of trust and that same level of friendships just can’t really scale.”
Difficult monsters
Even before the release of World of Warcraft, however, the three founders of Blizzard—Allen Adham, Mike Morhaime, and Frank Pearce—recognized signs that the culture at Blizzard needed reining in. “All of the ingredients for Blizzard’s current problems were already there,” says one former employee. A female instructor was brought in to teach all of the roughly 300 employees at the time a four-hour course on hostile work environments, including detailed information about California's laws on harassment. (Adham, who is still at Blizzard today, declined to comment on questions about Blizzard's work environment. Morhaime did not comment on the record, and Pearce did not respond to a request for comment.)
But even as Blizzard was educating its employees about hostile work environments, it was elevating men who showed a deep disregard for women with whom they worked. Exhibit A: a developer named Alex Afrasiabi, who was brought in to work on World of Warcraft in 2004 and is one of two men named in the DFEH complaint. He engaged in “blatant sexual harassment with little to no repercussions,” according to the complaint. The other man named in the complaint: J. Allen Brack, Blizzard’s former president, who allegedly failed to sanction Afrasiabi. Neither Afrasiabi nor Brack could be reached for comment.
Rob Pardo, World of Warcraft’s lead designer, was said to be opinionated and liked to hire people who were equally so. He sometimes found them by scouring game forums. Pardo and Afrasiabi spent so much of their free time playing EverQuest, a 1999 Sony Online Entertainment game of the Dungeons and Dragons ilk, that each ran guilds, or groups of players who decide to band together for common goals, like taking on difficult monsters. According to Blood Plagues and Endless Raids, a 2017 book by Anthony Palumbi about World of Warcraft, the EverQuest guild Afrasiabi helmed, called Fires of Heaven, solicited nude pictures from female applicants and circulated those photos among its membership.
Afrasiabi was a difficult coworker, say multiple colleagues at the time, who could be openly contemptuous in person and on emails. His early infractions were probably borderline, say several women, causing them to ask themselves, “Okay, was it really that bad? Do we really have to do anything about this?” says a female former employee. “And even if a man got talked to, there were never any consequences.”
The amended complaint notes that Brack "allegedly had multiple conversations with Afrasiabi about his drinking." Yet alcohol was as integral to Blizzard's culture as late-night Dungeons & Dragons sessions. “Cube crawls”—which were also cited in the complaint—might include Jell-O shots and vodka-soaked gummy bears, starting at 4 p.m. and going on until 2 or 3 in the morning, say former employees. Beers with lunch were not uncommon, nor was other daytime drinking. (Staats, by contrast, says that the worst behavior he'd seen or heard about in his 11 years at Blizzard were about “one or two people who drank too much at a company event.” The holiday and launch parties he attended were “very tame, corporate affairs.”)
Female former employees report casual sexism (“You got this job because of your looks”), jokes about rape and sex trafficking, and unwanted hugs and touches on the waist. This type of harassment was also referenced in the complaint, which states that male employees "talk openly about female bodies and joke about rape" while female employees were "having to continually fend off unwanted sexual comments and advances by their male coworkers and supervisors and being groped at the 'cube crawls' and other company events." The unwanted advances became bolder when the men drank. “They didn’t have a lot of social skills and they didn’t have ill intentions, but they made mistakes,” says a woman who worked there circa 2006.
Soon it was an open secret that some men, of which Afrasiabi was perhaps the most notable, would touch women inappropriately at Blizzard parties, but the behavior was normalized and excused as drunken hijinks. Scarlett, the former Blizzard software engineer, says Afrasiabi groped her at a Blizzard wrap party, and that she was told by a friend who’d had Afrasiabi grope her at BlizzCon the year before: “He’s a drunk idiot and he does that all the time.” (The amended complaint referred to Afrasiabi as "a blatant example" of the company's "refusal to deal with a harasser because of his seniority/position.")
Leveling up
In late 2007, Blizzard moved into a new headquarters more befitting its status as a gaming juggernaut. The old building had been an unguarded, nondescript office park where employees had toiled (often in windowless rooms, which are actually better for avoiding glare on monitors) in anonymity; the new ones had a guarded entrance with “BLIZZARD” welded atop a flat black gate.
It was around this time the founders decided they needed to codify the company’s core values—though one early employee suggests this may have been done so that they could be inscribed on the compass points of a 12-foot-tall, two-ton bronze orc warrior statue they had commissioned for the new headquarters. The founders came up with eight—including “play nice, play fair,” “embrace your inner geek,” “lead responsibly,” and “every voice matters.”
But that last core value was not the case for anyone who complained to HR, said multiple women who spoke to Fortune.
Broderick, the employee whose first day started with shots, says that initially she felt too green to approach HR herself when harassed. So a mentor reported an incident on Broderick's behalf. A coworker allegedly said to Broderick: “Oh, my God, your ass looks so great in those shorts." HR's response: The coworker was from Europe and “didn’t understand American culture.” (Broderick's mentor confirmed this account to Fortune.) Later, Broderick asked HR if she could switch managers, since she felt like hers was blocking opportunities and taking credit for her work. HR’s response, Broderick says, was, “You’re just being a brat”—actually using the word “brat”—and “you need to stop trying to get somewhere better.”
Employees recount a revolving door of HR hires that made it hard to build up trust. And if HR did take action on complaints, according to some employees, it was often just to move the problem person to another team. There was rarely, if ever, a paper trail. If HR came back and said, as they did with one woman, “It’s a misunderstanding. We’ll talk to him,” there was no proof that they did. The former software engineer Scarlett says that after she posted about her experiences at Blizzard on Twitter, including negative encounters with HR, she heard similar stories from more than 300 employees and alums. Multiple women told Fortune that they didn't feel they could trust the HR process and that speaking out might in fact be used against them.
The California DFEH filing draws the same conclusion. The complaint noted that Blizzard "failed to take effective remedial measures" in response to reports of harassment, discrimination, and retaliation. Furthermore, it found that employee complaints were “treated in a perfunctory and dismissive manner and not kept confidential. As a result of these complaints, female employees and contingent or temporary workers were subjected to retaliation, including but not limited to being deprived of work projects, unwillingly transferred to different units, and selected for layoffs.”
Topping the charts
By 2008, World of Warcraft had some 9 million players worldwide, making it the most successful online gaming franchise in history. And Bobby Kotick—chief executive of Activision, maker of games like the Call of Duty franchise—wanted to add it to his company's growing game portfolio. So he orchestrated the blockbuster merger of the games division of Vivendi (which had acquired Blizzard as part of a 1998 deal) and Activision.
Kotick was well-known for his focus on the bottom line. “He made his name with a laser focus on building a shareholder-friendly company in a business more often swayed by the latest fad,” noted an article naming him a finalist for MarketWatch’s 2008 CEO of the Year award. Kotick's public candor about his desire to maximize profits has at times alienated gaming purists. Online, Kotick has even been portrayed as the devil, with photoshopped horns.
But the Kotick effect didn’t start to be felt at Blizzard until February 2012, when the company laid off 600 employees after World of Warcraft subscriptions dropped from their 2010 peak of 12 million to 6.8 million. Before long, some Blizzard employees teased each other when they'd hear a colleague allude to the bottom line. "Be careful, your Activision is showing," they'd say.
Worse on the way down
If things were hard for women when business was booming, they only got more difficult as the business faltered. After the 2012 layoffs, Blizzard "became more of an asylum of fear than an asylum of creativity,” says a former employee from that time. “You lost a lot of that freedom and that energy because you didn’t know if any day was going to be your last day.”
At the same time, according to employees, Blizzard became like a high school cafeteria, with its cliques. To get on projects or to get help, employees say they got the message from management that you have to network. This push to network, some women told Fortune, increased the pressure on them to stay late, drink more, go to late-night parties.
Cliques of four or five men controlled promotion decisions, according to former employees. In the Austin, Texas, office this was referred to as “coleslaw,” which came from Cole’s law—meaning Wyatt Cole, who came out from Irvine in 2013 to head customer service operations for North America. Cole had several tenets, including, “Have purpose when you speak.” But “of course in a boys’ club, women don’t have purpose,” says a female former Austin employee. The California complaint also referenced the boys' club dynamics, noting that female employees were "further delayed or passed over for promotions in favor of male counterparts who lacked the same experience or qualifications but who were friends with the male head of the unit." (Cole did not respond to a request for comment and is no longer with the company.)
Women’s issues
Blizzard is a company that loves email, with Listservs on topics from hobbies to food. In 2012—inspired by news that women in gaming at companies like Microsoft and Sony were also banding together—the women of Blizzard finally got their own email group.
It was such a small thing, female employees say, but it helped to be able to see “sheer numbers of people saying, ‘I have the same problem,’” says one female former employee. Eventually the email group was split into two: one called “Fabulous,” for chatter about lifestyle topics, and another called “Women at Blizzard,” for job-related problems and notices.
The latter is where Blizzard’s women’s council had its roots. But it wasn’t until late summer of 2017 that the company gave the council its blessing.
It did so with a Champagne toast outside on the main campus. There were finger sandwiches and desserts and a bingo game icebreaker where participants had to find a woman who had, say, been to Guatemala, or who had gone to school in New York. Alice White, Blizzard’s global director of recruiting, gave a speech as a handful of female directors looked on. It didn’t escape some women’s notice that there were no female directors from the gaming side, only from marketing, HR, and community, the so-called softer side of the business. (White is now at Google.)
There were Lean In circles, otherwise known as buddy groups—safe spaces where women could get together and share their stories. These groups of about five to eight women met monthly, often outdoors, but the sessions often felt “like a gossip session” or “like a book club,” say multiple employees who attended, because there was little productive that could come out of it besides venting. Anything that bubbled up could only be taken to HR, where women talked about being hesitant to go in the first place. Eventually, the buddy group momentum fizzled out.
“I feel like Blizzard was genuinely trying to help,” says one current employee. “But I think they were afraid to tackle the true problem of sexual harassment in the frat boy culture.” At the time Activision Blizzard was also being publicly lauded for being an exciting place to work, including by Fortune, where the company won spots on the "100 Best Companies to Work For" list from 2015 to 2019. Employee surveys taken by the Great Place to Work Institute reported that "91% of employees said that it's a fun place to work."
Employees from that era at Blizzard say there seemed to be little attention paid to what women really wanted, like how to get promoted when they were working just as hard as the men. As the California complaint noted: "Defendants promote women more slowly and terminate them more quickly than their male counterparts."
In late 2018, two employees of Riot Games filed a class-action lawsuit accusing the company of gender-based discrimination and harassment. (The suit was settled in December 2021, with Riot agreeing to pay $100 million.) Around the same time, Blizzard hired a new diversity, equity, and inclusion expert. But current and former employees say that she was given little in the way of resources or funding to support her mission. (Activision says it did begin to focus on and build its DEI efforts across the organization in 2017, and that in 2021 the teams were combined under one leader to coordinate DEI focus and efforts across the different divisions of the company.)
As new waves of layoffs spread through Blizzard in 2019, women at the company say they were disproportionately targeted and unfairly treated once again. In one example, a woman who’d been given a lot of extra responsibilities in Blizzard’s global broadcast department after the layoffs was later denied a promotion. When she questioned it, she says she was told that the company wanted to keep everything “stagnant” after the job cuts. But in the next two days, four men got promoted. She shared the promotion email with Fortune, along with a note she sent to her boss asking if they could talk. In response, Activision says that promotions continued as scheduled in 2019 for both men and women.
In a statement to Fortune, Activision reiterated that the human resources personnel and leadership for the company's different units operated within their respective organizations and did not all report directly into Activision Blizzard until 2019 and that "the commitment to independence occasionally allowed some employees to conduct themselves in truly regrettable ways." They added, "We recognize that, in some instances, even with the company’s systems and policies to prevent and encourage reporting of inappropriate conduct, we fell short of ensuring that all of our employees’ behavior was consistent with our values and our expectations. In retrospect, we could have done better."
Zero tolerance?
The sexual harassment lawsuit brought against Activision Blizzard by the state of California is still ongoing. In September, the day after the EEOC filed suit, Activision Blizzard agreed to settle that case for $18 million—or less than 0.5% of the company’s 2020 revenue. (Activision denied “all allegations of wrongdoing” and said it had agreed to the settlement to avoid “the expense, distraction and possible litigation associated with such a dispute.”)
In January, California's Department of Fair Employment and Housing filed an objection to the EEOC settlement as “unfair, inadequate, and unreasonable," saying it enables Activision “to escape accountability.” The settlement, the DFEH says, would allow Activision to destroy evidence relevant to California’s case, and that the approximately 13,000 female employees who are possible claimants could receive as little as a few hundred dollars. (By comparison, the DFEH's settlement with Riot Games was for $100 million, with $80 million of it to go to 2,365 female employees and contractors.)
Kotick has pledged to employ a zero-tolerance harassment policy, waive arbitration in sexual harassment and discrimination claims, and expand the number of women and nonbinary people it employs by 50%. Kotick himself took a 2021 pay cut—from $1.75 million per year to $62,500 per year, California’s state minimum—until the board of directors feels certain diversity and inclusion goals are met. (Kotick earned $155 million from the company in 2021 via a bonus awarded earlier in the year.)
For its part, Microsoft's Spencer told the Wall Street Journal regarding the workplace issues in the unit, “We see the progress that they’re making that was pretty fundamental to us deciding to go forward here.” Microsoft itself announced in mid-January, however, that it was reviewing its own sexual harassment and gender discrimination policies after an activist shareholder won a proposal at its shareholders meeting demanding greater disclosure about how it handled past investigations.
Many leaders mentioned in this story have left Blizzard, including J. Allen Brack, who resigned following the California lawsuit. Since July, Activision Blizzard has cut ties with 37 people, and 44 more have been disciplined. As for Afrasiabi, he was fired in 2020 for misconduct, according to Blizzard.
For the women of Blizzard, the reckoning has been both painful and cathartic. Many are doubtful that the lawsuits or the Microsoft acquisition will lead to real change, but they fervently hope they will. A female employee who’s been at the company nearly a decade says the past few months have been both awkward and somber. “It’s definitely been the hardest time in my career,” she says. “But for the women who are staying, we do it because we believe overall Blizzard is capable of changing and being better."
Others seem relieved to have moved on. Years of having their bodies ogled, their projects shelved, and their comments talked over in meetings—while seeing promotions go to less qualified men—just takes a toll.
About a month after surviving the 2019 layoffs, Nicki Broderick resigned to take a producer job at another game company. It wasn't just the panic attacks she'd begun to have while driving to work that made her leave, but also the realization that she truly didn't love her job anymore and felt like a "sleazy car salesman" pushing Blizzard's products. “I always thought I was going to retire at Blizzard,” she says, echoing a sentiment I heard from almost every woman I spoke with. “I thought I was going to love this company and be there till the day I die. But it wasn’t what I thought it was going to be, and it didn’t get better in seven years, which is a long time.”
Another woman in the publishing department recalled a story she said pretty much summed up her time at Blizzard, and perfectly illustrates what the amended California complaint describes as "male coworkers belittling…or minimizing their contributions." During 2018's BlizzCon, she ran into a tipsy male colleague on the walkway between the Marriott and the Hilton. He stopped her and exclaimed, “I’m so glad you were there so I could take credit for all the work you did!”
Then he hugged her, and walked away.