Is that the case with CDPR though? From what I've seen different devs on twitter talk about CDPR, they don't seem to be trying to eliminate crunch so much as making it their norm. And then their's CDPR's own comments, particularly the one I remember was something like not being able to stand the heat, get out of the kitchen?
I'm not very familiar with the culture at CDPR, so I'm afraid I can't speak to it. From my limited exposure to them, they seem like a studio that means well and has a lot of passionate people working on really ambitious projects. Beyond that, it's hard for me to say what else is going on betwixt their walls.
Again, this post is missing the point. The point isn't that "crunch is avoidable" or "crunch is unique to games" or any of that.
It's that CDPR went on the record for whatever reason to write a check that they NEARLY IMMEDIATELY couldn't cash. The same project. Come on.
I'm not naive enough to think you're going to get a game like TLOU2, Cyberpunk, or anything on that scale without crunch. Maybe you can! I don't make games. Seems tough, expensive and unlikely, but who knows!
Just don't tell people that you won't do it at your studio (because evidently you've solved the mystery of game development!), only to turn around and do exactly that in a laughably short amount of time.
I'd say this is a case of Hanlon's razor -- never attribute to malice what can be more easily explained by stupidity, or perhaps in this case, naïveté.
You don't have unlimited time and money, but it's absolutely not inevitable. This has to due with putting scope on an unrealistically short timeline and release date without presenting to investors from the start what it truly costs in months and salaries to get it done fairly. They stick to what they think will be a bankable release, and they promise to minimize the delay that is seen as an obstacle to revenue, even when the new delay period itself is not realistic to begin with for employees to maintain their reasonable schedule.
Sometimes it's not always scope in an unrealistic timeline -- sometimes the timeline is perfectly adequate for the scope, but you have no way of predicting what kind of issues will appear, and when they will appear, when building something as uniquely complex as a video game. It might be one of the most complex areas of software engineering, which requires interoperability by dozens, if not hundreds, of hugely complex systems. It doesn't help that often times in game development, your pipeline doesn't start really coming together in a cohesive way until the last few months of development, which are the most critical and most likely to lead to crunch being necessary. Had you given the team more time from the get-go, the likely outcome is that crunch still would've happened, just closer to the new date.
In this case, I don't see an unrealistic production schedule and CDPR has already made the concession of delaying the game twice. It's definitely an ambitious project. I don't see a timeline where no crunch happens on this game.
What's the reason that it's unrealistic? Are we not in an era where we can properly manage schedules?
Everyone who works in game development knows that its incredibly chaotic and difficult. Everyone. You simply cannot predict what is going to happen when you finally implement a mechanic or system in your game.
But you can give yourself and your team a massive buffer of time, and not set launch dates 8 months away. Change the culture. Change the management style. I'm tired of hearing it's not possible to fix the problem because game development inherently encapsulates fixing problems. We know this. We work in this industry. Never give an ETA because ETA = Expectations To Avoid. You give an ETA, you've created the pressure, and the pressure is always going to result in someone or something being fucked over.
Like someone else has said, games is a business. There is not unlimited time and money. There are schedules, and there are expectations to meet, and you need to market around a release date if you want your game to be successful -- unless you're in a very unique position which very, very few studios are in. Valve is one of them. It was nice, I'll admit, but also brought its own host of problems (not releasing new titles and seeing multiple things get shelved was demoralizing for a lot of us, just as much as crunch might be to others). Not everyone, actually -- almost nobody -- can replicate Valve's situation.