Just so you know, hes on the no no list of posting content on this forum
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Just so you know, hes on the no no list of posting content on this forum
I see, that makes sense.I'm a gameplay animator in the industry.(it's okay i haven't been verified) Usually this close to release, we either start working on dlc or got switched to other projects. That's how it's been for me. I did not however work at CDPR.
The crunch might be related to the : day one patch? Next gen patch? Multiplayer?
No one cares what this libertarian cretin thinks.
I'll never understand why he threw everything away. Just could've been a normal guy and done his job and watched his mouth like the rest of us. Instead, ironically, he made "much ado about nothing" and isolated himself from all his friends in the industryI see, that makes sense.
No one cares what this libertarian cretin thinks.
Just so you know, hes on the no no list of posting content on this forum
The problem is delaying it has already caused more crunch. They've probably all been crunching since April, now it's just official
They should delay it again but then you have some developers mentioned in the article who have already been working overtime for over a year, just not on a mandatory basis. And another delay won't solve that.
Delaying has never stopped crunch, in fact, it just means they'd be crunching for an even longer period
I disagree with people who are saying it's not management's fault and delays don't help crunch. That makes no sense to me.
You delayed the game and now there is crunch because of greed and unreasonable additions to the game. You went over your buffer that you built in to handle unexpected problems... Tough shit.
Honestly that's the answer right there. Shareholders and managers be damned. You undermine your workers and piss everyone off. That's how this should be handled.
I work in this kind of situation and it can be just as demoralizing as crunch just in a different way.If they can mandate crunch they can mandate a normal working hours this is fully in their control.
That's only because of this is CDPR.the amount of gamers in here insisting that this is normal, and therefore inevitable or not worth complaining about...
yeesh
Probably. But it doesn't really solve the problem we're seeing with in this particular case.man, i hate feeding this machine, but his is really unacceptable. is unionizing the solution?
I work in this kind of situation and it can be just as demoralizing as crunch just in a different way.
We have no deadlines. We have no overtime. We have no crunch.
We also have no product. Management will never let us put a release out despite having 2 subsequent versions ready to go. It's like purgatory because we're doing the same work repeatedly, testing it repeatedly, and documenting it repeatedly, but we're now having to push everything through all three versions to ensure it's all being updated properly.
Yeah, I get to come home and I'm getting sleep, but I'm a husk on the job regardless of the hours. I'm wasting away with no real work to do and it's put me in a real dark place mentally as I feel useless and helpless.
It's by no means the same or even on the same magnitude as crunch culture, but just know there are ditches on both sides.
That's why I didn't use a coin as an analogy. I used a ditch because there is a point in the middle, as you say, where you can get the work done without the pressure or the wasted potential.Eh, I wouldn't put your situation and crunch on opposite ends of the coin. Crunch a lot of the times can be just as horribly inefficient as what you are talking about due to workers not being able to see the end of the tunnel and because after so many hours per day you can only keep your concentration going for so long before mindlessly working.
The opposite side of both your coin and the crunch coin are happy, well-balanced work schedules that properly ebb and flow and account for a need in increased bandwidth properly. Management with direction is needed in both cases as well, since both cases often happen because management lost their way: on one end management forgot their core product principles and on the other management went so far into the reeds with the project that everyone has to push the car back on the road.
I think it's extremely dangerous to position the opposite side of crunch as potentially boring, aimless work, and I'm pretty sure you didn't mean to do that!
I escaped crunch a few years ago and the amount of stress it took off of me was incredible.
Probably. But it doesn't really solve the problem we're seeing with in this particular case.
The thing is (and bear with me as I'm about to play devil's advocate here), game development is very hard, and one of the hardest things within the field is the producer's job of scoping and leading to a game's release on time and budget. It's... probably almost entirely impossible for them to miss their release date now, because the discs are on their way to stores as we speak, promotional materials are in store... it'd probably be a multimillion dollar decision to delay the game even by a single week, because of the amount of moving parts in the process.
The fact is, this is an extra seven days of work for the entire studio, the equivalent of just over one work week. This completely sucks, but I genuinely don't know that it's fair for us to say there was a better solution to this. Personally, I think their big day one patch coming out a week later would be totally acceptable... but the thing is- it's quite possible the game on disc right now is in a very, very bad state. It's possible that to get through cert, they entered a deal with Sony and Microsoft to fix X and Y bugs before release. It's the kind of thing that can happen, and in fact happens for most video games. Sometimes you think you can absolutely make that happen. Sometimes you even plan for extra time "just in case", and you still fall short. Yet, despite that, the entire process of making and releasing games REQUIRES you to lock in some dates, and moving those dates is a hard proposition, and not just because it's expensive to move them back.
It's also especially hard to move dates this late in the year, and doubly so when new consoles are about to release, because everyone is sending out their games for certification at around the same time, and there's limited capacity there.
The 'well, that's the cost of being part of something great' that I've seen in response to this in some spots is pretty astonishing; some low-level wire-frame animator isn't getting their name up in lights just because they were worked to the bone on the most recent hotly anticipated thing.
Honestly, some of their stuff lately I feel they'd been sitting on AFTER it was done and waiting for the right time to drop it. If it was/is the case, they couldn't have picked a better time to have a backlog of titles ready to release already.
Not to mention all the poor people that won't be in the credits. Having touched 30+ in development video games at various points along their dev life, I think I'm credited on two? Maybe three?
Not to mention industry NDA's are so strict that if you work for an external contractor and you worked on, lets say, an EA game - you can't even go to EA and say you worked on their game for 2 years due to your NDA.
Yeah, Nintendo absolutely does do exactly that and has done it for years with some of their titles. It really is a smart and enviable position to be in. From what I understand, they also have some of the best working conditions in the industry AND are known for releasing some of the most polished, well-received games.Honestly, some of their stuff lately I feel they'd been sitting on AFTER it was done and waiting for the right time to drop it. If it was/is the case, they couldn't have picked a better time to have a backlog of titles ready to release already.
No joke. You're so painfully right it hurts lol. Might possibly see companies move to this model if they have enough prestige. Sony maybe?The real solution to this problem for the entire industry is to use Nintendo's approach of... sitting on games.
You make your games, and release them on a delay. You don't even announce them until they're completely done.
The competitive landscape and rise of service games keeps that from happening on a wider scale, but Nintendo shows it can work.
It would solve so many problems. Mandatory crunch, budget allocations, sunk cost issues, some staffing issues, and a TON of marketing woes.
It takes strong, quality leadership to have both good working conditions and a solid product and timeline. I've seen from experience that poor management does not work well without deadlines.Yeah, Nintendo absolutely does do exactly that and has done it for years with some of their titles. It really is a smart and enviable position to be in. From what I understand, they also have some of the best working conditions in the industry AND are known for releasing some of the most polished, well-received games.
Nintendo's been around for a long time, there's a lot the industry could learn from them.
Yeah, Nintendo absolutely does do exactly that and has done it for years with some of their titles. It really is a smart and enviable position to be in. From what I understand, they also have some of the best working conditions in the industry AND are known for releasing some of the most polished, well-received games.
Nintendo's been around for a long time, there's a lot the industry could learn from them.
You're 1000% right, and I'm sure Nintendo does plenty of crunch as well, especially since not all their projects release on a delay. But having such a delay built-in at least fixes a lot of the situations where crunch becomes a necessity. Hell, I'd argue it solves every single one of them. The only reason that remains to crunch is for companies to stay on budget, and in a lot of places now, laws are such that crunching is actually more likely to make you go over budget than production delays would be. The only remaining reason for crunch would be poor management or producer delusions, which would hopefully be taken care of by other factors.The unfortunate thing is that even if the main studio on a game does not crunch (let's stick with your example and say Nintendo doesn't crunch) their outsourcing development partners and those companies additional partners outside of that likely did or do crunch.
It's kind of like the movie industry in a lot of ways: The production team may not crunch and they get all the glory, but you better believe most of those VFX teams did and they got paid like dirt too.
Same thing in the video game industry. It's why I always laugh when someone says "Well this company says they don't crunch!" - that may be true but somewhere someone likely crunched on that project, often a whole team.
Sadly, he has the second largest patreon behind easy allies, so yeah, pretty much.
I am not sure if there is anyone here with project management and development planning experience within the gaming industry but are there any concrete steps that companies can take to reduce crunch?
My assumption was that hiring more staff and increasing development time (not merely through delays but through practices such as not publicly dating games that are in development or starting major marketing activities prior to a game's development wrapping up); however, I am seeing more people say that adding more people and increased time does not necessarily reduce crunch. This is a major issue that is affecting developers across the industry and overcompensated executives within gaming companies have little interest in fixing it (hence why my belief is that developers across the game and software industry in general should unionize). But I am curious what can practically be done with specific regards to avoiding crunch.
Who is he and what did he do? Some shit take on race/gender/lgbt+?Just so you know, hes on the no no list of posting content on this forum
Sounds rough. That's why I never took that career.Depends. Companies on hourly pay often get paid. Salaried employees are a little more dicey and subject to employment law in the area.
The larger problem isn't that people get paid for their crunch, of course they should be and (I think) most often are. The problem is that people get fired, demoted, passed over for promotion, put on call or a million other things for trying to get out of mandatory crunch and you WILL hurt your professional development by not participating. Even worse, you are often seen as "not a team player" if you say you have other things to attend to, such as kids or a partner.
The physical and mental health toll can be astronomical.
Depends on the country/state laws. In Poland it's seems is mandatory to pay.
I can relate with you. I'm from Brazil too and every tech company I worked, I had to work some weekends to delivery something on date.
There's truly no lies there. The priorities are always baffling but not surprising.
Same with the people pretending they would be hurting the devs if they didn't buy the game based on a TERF's ip.
The reality is there isn't one AAA game the size of cyberpunk that doesn't have crunch. Period. Not Valve, Naughty Dog, Platinum Games, Rockstar, ID Software, Square Enix, nobody. Like why did they even promise crunch wasn't gonna happen when that's baked into the creation of these things.