Wait microtransactions? Fuck that, I'm cracking the shit out of CyberPunk.
Jason was using it as an example that 'plans change' is a shitty argument.
Wait microtransactions? Fuck that, I'm cracking the shit out of CyberPunk.
Alternative thread title:
CDPR Bosses in 2019: "No mandatory crunch." 2020: "No, mandatory crunch."
That's great for single-player, however for multiplayer as long as its all cosmetic. Pay to win has to be gone in multiplayer.They announced that sometime back for the multiplayer mode. Singleplayer game, as it ships, will have none of them and some free dlc.
I am guessing it will be shorter than 2 months as the game has to go gold atleast few weeks before the release date.
Huh, I have worked for some of the Beltway bandits and never seen months of crunch. That is kind of unusual for these sort of corps. I guess it depends on a contract.
On pay - you can be sure, developers in gaming aren't paid even close compared to say senior software engineers or higher in a normal corp, not to mention Google/Amazon/MS (non gaming)/Facebook/etc...
The thing is, game development -in general- doesnt pay as good as a lot of other IT-gigs; and because its also on the border of arts & creativity it often flips the mindset of people involved. For a lot of people in the industry it started (and still is) a hobby and passion. You don't want "your" game to suck or to get bad reviews. If you write code for some major company and and your corporate application has a few bugs or could use some improvements; you generally care a bit less. (please note that im not talking about super critical things here; games arent either). A lot of things are never truly finished in the end, certain people will be putting in the work until the final minute if that can improve the product. It just shouldnt be mandatory. If you need mandatory crunch/OT you have a different issue.
I knew this avatar was familiar, I love how you're pretending to care now mr. "TLOU II gave me feelings so sorry to the lives of the devs give me my game". I guess ND gets a pass hm?
https://www.resetera.com/threads/wo...ther-gotg-like-the-last-of-us-part-ii.280457/
The few games I worked on, crunch usually ended/reduced the moment game went gold. But true, we would continue our work till the release date for the day 1 patch. Then it was comp time after that patch.Going gold isn't a real marker anymore with game patches. They'll finalize a candidate to go on the discs, and then keep working on a patch. I wouldn't even use the release day as a good marker for when this crunch ends.
Most games come together towards the end. It's the optimization and cleanup stage. Basically on what bugs are acceptable and how to make the game as it stands presentable.This game is a couple weeks from hitting gold if they are gonna make their launch date. The Game is still not in a shippable state?
The few games I worked on, crunch usually ended/reduced the moment game went gold. But true, we would continue our work till the release date for the day 1 patch. Then it was comp time after that patch.
Yes.So every AAA company and also a lot of... every kind of game companies have poor management?
For such a complex, huge, complicated game like this, there's never enough polish. Even months after the release, they'll keep releasing patches. If they delay the game, they'll just keep crunching so that the game can be as polished as possible when it release.If the project is being managed properly, why wouldn't a delay help avoid crunch? I don't get it. If one of my projects has a month extension, we don't work more, we don't create more work, we just spread out what needs doing over a longer period.
Obviously I don't understand why game development is different and am happy to be educated.
I am going to preface this by saying, yes, I want better work environments. I want them for myself. I want them for my teammates. I won't disagree with anyone here about compensating teams for the extra work they put in in real, tangible ways. I've been in the game industry 15 years, and I've inevitably crunched on every project I've been on. Some were forced. Some were suggested. Some were me just being naïve and working more than I needed to. I've run the gamut of working weekends to sustained periods of 12-hour days to even some full days. I've worked on projects both small and large-scale. And as I mentioned, crunch was an inevitability on each of them. I missed my youngest taking his first steps. I missed my middle child's first words. I've been there for numerous life events for all three of my children and my wife, but I've also missed some.
To lay it at the feet of management is short-sighted. A fantasy land where there is buffer built into schedules to account for issues that arise can't exist, because, and this may be shocking, that buffer is already built in. At least, it has been on the projects I've been on. To quote someone I loathe, with what some took as a gaffe from him, Donald Rumsfeld once said, "There are known knowns. There are known unknowns. There are unknown unknowns." and while he was talking about a senseless war, that quote succinctly captures the realities of game development. From every discipline, design to engineering to art to audio to vfx to animation to narrative to QA, we are constantly meeting and ultimately working through all the questions posed when making a game. And there are tons of them. Even simple answers can require complex solutions. Time estimates on tasks are best guesses based on prior experience, but sometimes those take more. That impacts the schedule. What gets pushed? Who can pick up what? Is it actually important? Day after day. Sometimes it can't get pushed, nobody else can pick it up, and it is important.
What's worth understanding is that the closer to the end, the harsher crunch normally gets. At least, in my experience. Why? The more of the game that is done, the more there is to test, the more bugs that get found to fix. Those fixes can uncover other problems or break other things. Games also start getting playtested the close to done they are. What's resonating? What isn't? Why isn't it? How do we course correct? Yes, you want to get to these answers as soon as possible, so I always push for playtesting earlier, but that can get stonewalled all the way up to the publisher level (which sucks.) ANYWAY... there are just so many factors, especially in the final few months, with everything coming together, that it is very difficult to not end up in a situation where extra work is going to be required. Yes, this is with building polish and bugfixing time into the schedule, too. I've been on a project that had 6 months of "polish time" built in that was quickly consumed by lots of unforeseen bugs and changes that had to occur. So believe me, I've seen it attempted, but 15 years of experience at multiple studios has just shown that, even with good scheduling practices, the reality is that some level of crunch is going to exist.
Again, I'm not advocating for crunch existing. I'd love for it to be unavoidable. I have literally made herculean efforts to ensure that my own teams have been affected as little as possible, too, generally to my own detriment. I'll gladly talk about my experiences or expand upon what I'm saying here as much as I'm able to if anyone has any questions.
Hmmm... that's a difficult question to answer. I had a great manager and was really in the "prove my worth" stage of my career and didn't really think twice about the overtime. We had a good rapport among the team and we would work together, while joking about the overtime. But in the process, I did hear about how we were in a much better crunch culture than it previously used to be.I'm genuinely curious. Where you ever forced to feel as though if you didn't crunch that there would be retribution as a game dev from managers?
I am going to preface this by saying, yes, I want better work environments. I want them for myself. I want them for my teammates. I won't disagree with anyone here about compensating teams for the extra work they put in in real, tangible ways. I've been in the game industry 15 years, and I've inevitably crunched on every project I've been on. Some were forced. Some were suggested. Some were me just being naïve and working more than I needed to. I've run the gamut of working weekends to sustained periods of 12-hour days to even some full days. I've worked on projects both small and large-scale. And as I mentioned, crunch was an inevitability on each of them. I missed my youngest taking his first steps. I missed my middle child's first words. I've been there for numerous life events for all three of my children and my wife, but I've also missed some.
To lay it at the feet of management is short-sighted. A fantasy land where there is buffer built into schedules to account for issues that arise can't exist, because, and this may be shocking, that buffer is already built in. At least, it has been on the projects I've been on. To quote someone I loathe, with what some took as a gaffe from him, Donald Rumsfeld once said, "There are known knowns. There are known unknowns. There are unknown unknowns." and while he was talking about a senseless war, that quote succinctly captures the realities of game development. From every discipline, design to engineering to art to audio to vfx to animation to narrative to QA, we are constantly meeting and ultimately working through all the questions posed when making a game. And there are tons of them. Even simple answers can require complex solutions. Time estimates on tasks are best guesses based on prior experience, but sometimes those take more. That impacts the schedule. What gets pushed? Who can pick up what? Is it actually important? Day after day. Sometimes it can't get pushed, nobody else can pick it up, and it is important.
What's worth understanding is that the closer to the end, the harsher crunch normally gets. At least, in my experience. Why? The more of the game that is done, the more there is to test, the more bugs that get found to fix. Those fixes can uncover other problems or break other things. Games also start getting playtested the close to done they are. What's resonating? What isn't? Why isn't it? How do we course correct? Yes, you want to get to these answers as soon as possible, so I always push for playtesting earlier, but that can get stonewalled all the way up to the publisher level (which sucks.) ANYWAY... there are just so many factors, especially in the final few months, with everything coming together, that it is very difficult to not end up in a situation where extra work is going to be required. Yes, this is with building polish and bugfixing time into the schedule, too. I've been on a project that had 6 months of "polish time" built in that was quickly consumed by lots of unforeseen bugs and changes that had to occur. So believe me, I've seen it attempted, but 15 years of experience at multiple studios has just shown that, even with good scheduling practices, the reality is that some level of crunch is going to exist.
Again, I'm not advocating for crunch existing. I'd love for it to be unavoidable. I have literally made herculean efforts to ensure that my own teams have been affected as little as possible, too, generally to my own detriment. I'll gladly talk about my experiences or expand upon what I'm saying here as much as I'm able to if anyone has any questions.
Yes.
I'd recommend reading Schreier's book, Blood, Sweat & Pixels, if this sort of stuff interests you because it goes into just how much of a last-minute finish it is to get any game out at all, including the development of CDPR's last major title, The crunch-filled Witcher 3.This game is a couple weeks from hitting gold if they are gonna make their launch date. The Game is still not in a shippable state?
I work in software development as well. You of course are going to get some late nights or working weekends especially as you get closer to a release/deployment. That's how it is, and it's difficult to properly manage/forsee that kind of thing all the time. However, there is a stark difference between that kind of scenario and ones that are so often found in game dev. I've never personally had to work weekends/70+ hour work weeks for months on end in preparation for a release, nor should I or anyone else. It's unhealthy.
I am going to preface this by saying, yes, I want better work environments. I want them for myself. I want them for my teammates. I won't disagree with anyone here about compensating teams for the extra work they put in in real, tangible ways. I've been in the game industry 15 years, and I've inevitably crunched on every project I've been on. Some were forced. Some were suggested. Some were me just being naïve and working more than I needed to. I've run the gamut of working weekends to sustained periods of 12-hour days to even some full days. I've worked on projects both small and large-scale. And as I mentioned, crunch was an inevitability on each of them. I missed my youngest taking his first steps. I missed my middle child's first words. I've been there for numerous life events for all three of my children and my wife, but I've also missed some.
To lay it at the feet of management is short-sighted. A fantasy land where there is buffer built into schedules to account for issues that arise can't exist, because, and this may be shocking, that buffer is already built in. At least, it has been on the projects I've been on. To quote someone I loathe, with what some took as a gaffe from him, Donald Rumsfeld once said, "There are known knowns. There are known unknowns. There are unknown unknowns." and while he was talking about a senseless war, that quote succinctly captures the realities of game development. From every discipline, design to engineering to art to audio to vfx to animation to narrative to QA, we are constantly meeting and ultimately working through all the questions posed when making a game. And there are tons of them. Even simple answers can require complex solutions. Time estimates on tasks are best guesses based on prior experience, but sometimes those take more. That impacts the schedule. What gets pushed? Who can pick up what? Is it actually important? Day after day. Sometimes it can't get pushed, nobody else can pick it up, and it is important.
What's worth understanding is that the closer to the end, the harsher crunch normally gets. At least, in my experience. Why? The more of the game that is done, the more there is to test, the more bugs that get found to fix. Those fixes can uncover other problems or break other things. Games also start getting playtested the close to done they are. What's resonating? What isn't? Why isn't it? How do we course correct? Yes, you want to get to these answers as soon as possible, so I always push for playtesting earlier, but that can get stonewalled all the way up to the publisher level (which sucks.) ANYWAY... there are just so many factors, especially in the final few months, with everything coming together, that it is very difficult to not end up in a situation where extra work is going to be required. Yes, this is with building polish and bugfixing time into the schedule, too. I've been on a project that had 6 months of "polish time" built in that was quickly consumed by lots of unforeseen bugs and changes that had to occur. So believe me, I've seen it attempted, but 15 years of experience at multiple studios has just shown that, even with good scheduling practices, the reality is that some level of crunch is going to exist.
Again, I'm not advocating for crunch existing. I'd love for it to be unavoidable. I have literally made herculean efforts to ensure that my own teams have been affected as little as possible, too, generally to my own detriment. I'll gladly talk about my experiences or expand upon what I'm saying here as much as I'm able to if anyone has any questions.
This close to launch, couldn't they just delay it a few weeks? It's not going to miss a single sale.
Yup, this is how teams often work in software development of all kinds. This is not unique to the games industry, nor is it always soul-crushingly destructive. There has just been an obsessive focus on it from the games media, ignoring a lot of the opposing views in favor of creating the image of it being something that can be entirely eliminated. It mostly likely cannot.
I say this as someone who manages deadlines and shipping products on time.
Valve is in an extraordinarily unique position to have basically limitless resources and full, unfettered creative control over their development and IPs. They have done this deliberately, but there are few (if any?) other shops out there in this same position.
Do you?Do you work in a tech startup? Because 6 days a week and constant overtime is par for the course with startups. Because in many ways a AAA game project is very similar to a tech startup. Both require the invention of new tech, new creative, with often hazy product and design goals and leadership that is not really prepared to handle things in an empathetic way. And a limited runway of funding to get the thing out the door.
I am going to preface this by saying, yes, I want better work environments. I want them for myself. I want them for my teammates. I won't disagree with anyone here about compensating teams for the extra work they put in in real, tangible ways. I've been in the game industry 15 years, and I've inevitably crunched on every project I've been on. Some were forced. Some were suggested. Some were me just being naïve and working more than I needed to. I've run the gamut of working weekends to sustained periods of 12-hour days to even some full days. I've worked on projects both small and large-scale. And as I mentioned, crunch was an inevitability on each of them. I missed my youngest taking his first steps. I missed my middle child's first words. I've been there for numerous life events for all three of my children and my wife, but I've also missed some.
To lay it at the feet of management is short-sighted. A fantasy land where there is buffer built into schedules to account for issues that arise can't exist, because, and this may be shocking, that buffer is already built in. At least, it has been on the projects I've been on. To quote someone I loathe, with what some took as a gaffe from him, Donald Rumsfeld once said, "There are known knowns. There are known unknowns. There are unknown unknowns." and while he was talking about a senseless war, that quote succinctly captures the realities of game development. From every discipline, design to engineering to art to audio to vfx to animation to narrative to QA, we are constantly meeting and ultimately working through all the questions posed when making a game. And there are tons of them. Even simple answers can require complex solutions. Time estimates on tasks are best guesses based on prior experience, but sometimes those take more. That impacts the schedule. What gets pushed? Who can pick up what? Is it actually important? Day after day. Sometimes it can't get pushed, nobody else can pick it up, and it is important.
What's worth understanding is that the closer to the end, the harsher crunch normally gets. At least, in my experience. Why? The more of the game that is done, the more there is to test, the more bugs that get found to fix. Those fixes can uncover other problems or break other things. Games also start getting playtested the close to done they are. What's resonating? What isn't? Why isn't it? How do we course correct? Yes, you want to get to these answers as soon as possible, so I always push for playtesting earlier, but that can get stonewalled all the way up to the publisher level (which sucks.) ANYWAY... there are just so many factors, especially in the final few months, with everything coming together, that it is very difficult to not end up in a situation where extra work is going to be required. Yes, this is with building polish and bugfixing time into the schedule, too. I've been on a project that had 6 months of "polish time" built in that was quickly consumed by lots of unforeseen bugs and changes that had to occur. So believe me, I've seen it attempted, but 15 years of experience at multiple studios has just shown that, even with good scheduling practices, the reality is that some level of crunch is going to exist.
Again, I'm not advocating for crunch existing. I'd love for it to be unavoidable. I have literally made herculean efforts to ensure that my own teams have been affected as little as possible, too, generally to my own detriment. I'll gladly talk about my experiences or expand upon what I'm saying here as much as I'm able to if anyone has any questions.
Hmmm... that's a difficult question to answer. I had a great manager and was really in the "prove my worth" stage of my career and didn't really think twice about the overtime. We had a good rapport among the team and we would work together, while joking about the overtime. But in the process, I did hear about how we were in a much better crunch culture than it previously used to be.