It can't be. It would have to be the greatest video game of all time and then some to even get close to justifying some of CDPR's shit.
Crunch is generally caused by a project management failure somewhere along the way in a project, or by a project taking an unexpected curve while its being developed that can lead to a larger than planned workload. It can also be a result of someone higher up in the project deciding to scope creep the project and add more things to it.
Game development is also very similar to making a blockbuster movie - you are never really done, you just run out of time before it goes out the door. Due to this, some projects place priorities in the wrong places as they are being developed which can lead to crunch to get everything else done before a project officially releases. However, the problem with the modern video game industry is that games are never truly done these days. Old games used to be crunched on until they went gold and then oh well, the game was out the door and pressed, everyone else just has to live with it. Then patches were introduced as a regular thing, so now games go out the door and teams crunch on the day 1 patch and then everything else that needs to be fixed after that. DLC and GAAS are now a thing as well, so now when games go gold your teams work on day 1 patches, DLC and content to add regularly at a steady pace to keep player engagement high.
All of this has caused more value to be placed on employees who are willing to "lay down on the line" for the project and sacrifice themselves to get the project done. Except projects are truly never done now and game budgets keep rising, team sizes keep getting bigger and game features keep being added. This is the perfect cocktail for industry crunch to brew.
The other problem is that promotions within the video game industry are directly tied to how much you are willing to lay your life on the time for the project. Hell, at an outsourcing company, an internal game developer can request that anyone within the outsourcing company that isn't willing to crunch be removed from the project and replaced by people who will. This is just one example of how fucked up the balance of power can be in the industry and as mentioned before, someone who has a cushy job making over $75,000 may choose to crunch but then all the teams that work with them and all the employees under them must then crunch as well, because if they don't then the person choosing to crunch will run out of things to work on.
The other thing that makes crunch crunch is that it can go on for 6+ months if not years. I've seen other video game projects crunch for over a year, and its never optional due to the fact that choosing not to crunch will put your career progression and/or job stability in peril. And that's an even bigger problem in the video game industry due to the fact that many lower level employees are working in the industry because they are passionate about it and have been told repeatedly that if they suck it up and pay their dues then they will get promoted, just like one of their friends.
But yes, any sustained overtime can be considered crunch.
Yep.The campaign against Jason is so fucking transparent it's hilarious.
This industry really isn't equipped to deal with actual journalists existing in it.
Yes actually I have. It was a little different, I was the lead of a merger/acquisition department. So you can GTFO with your shit.I've been to poland, I'm a teacher too, I also put in way more hours than I'm paid for.
But have YOU aver worked a full time job, that is not safe to keep? Where you're working strict time frames that are linked together with the schedules of many other people that work right next to you? Where you can't work from home and choose when to take all your breaks and where you don't have diverse tasks that sometimes require full attention and sometimes can repetitive-meditative where you can put a podcast? Where reading code and looking for bugs needs all your attention all the time and how crushing it can be if your solution didn't lead to the right results and you have to do it all over again, explain to colleagues and superiors why you are taking so long?
Really, get the fuck out with that attitude.
And since he isn't working for a gaming specific outlet anymore but for big ass Bloomberg, he doesn't have to fear any kind of blacklistingThe campaign against Jason is so fucking transparent it's hilarious.
This industry really isn't equipped to deal with actual journalists existing in it.
Well this is certainly an interesting take. Jason dropped facts based on comprehensive journalism across numerous sources/employees, and brought receipts. I'm not sure that there's much room to play victim here.
Ah perfect. Thanks Thanatos. As I'm not aware of most things in English, I can only apology to misunderstand or not do my work to understand the meaning of crunch.Crunch is generally caused by a project management failure somewhere along the way in a project, or by a project taking an unexpected curve while its being developed that can lead to a larger than planned workload. It can also be a result of someone higher up in the project deciding to scope creep the project and add more things to it.
Game development is also very similar to making a blockbuster movie - you are never really done, you just run out of time before it goes out the door. Due to this, some projects place priorities in the wrong places as they are being developed which can lead to crunch to get everything else done before a project officially releases. However, the problem with the modern video game industry is that games are never truly done these days. Old games used to be crunched on until they went gold and then oh well, the game was out the door and pressed, everyone else just has to live with it. Then patches were introduced as a regular thing, so now games go out the door and teams crunch on the day 1 patch and then everything else that needs to be fixed after that. DLC and GAAS are now a thing as well, so now when games go gold your teams work on day 1 patches, DLC and content to add regularly at a steady pace to keep player engagement high.
All of this has caused more value to be placed on employees who are willing to "lay down on the line" for the project and sacrifice themselves to get the project done. Except projects are truly never done now and game budgets keep rising, team sizes keep getting bigger and game features keep being added. This is the perfect cocktail for industry crunch to brew.
The other problem is that promotions within the video game industry are directly tied to how much you are willing to lay your life on the time for the project. Hell, at an outsourcing company, an internal game developer can request that anyone within the outsourcing company that isn't willing to crunch be removed from the project and replaced by people who will. This is just one example of how fucked up the balance of power can be in the industry and as mentioned before, someone who has a cushy job making over $75,000 may choose to crunch but then all the teams that work with them and all the employees under them must then crunch as well, because if they don't then the person choosing to crunch will run out of things to work on.
The other thing that makes crunch crunch is that it can go on for 6+ months if not years. I've seen other video game projects crunch for over a year, and its never optional due to the fact that choosing not to crunch will put your career progression and/or job stability in peril. And that's an even bigger problem in the video game industry due to the fact that many lower level employees are working in the industry because they are passionate about it and have been told repeatedly that if they suck it up and pay their dues then they will get promoted, just like one of their friends.
But yes, any sustained overtime can be considered crunch.
You recognize that "going gold" does not mean development is done, right? Not in the modern context of video games. Hasn't been for many years.Media announced crunch stories and a week later the game was gold. So, even if it was crunchtime, perhaps it wasn't that long?
Okay... buckle up. Time to explain how cert and gold work these days.Is that a fact, or an assumption?
I work in big IT-projects and I know that in the end I need to work double hours to finish the job, mostly unpaid.
I'm not defending chronic crunch...60-80+ hour weeks for years. Obviously that's not a healthy work culture, but it's also not unheard of. Doctors, lawyers, bankers, engineers...many of them work hours like this. Not all though. An investment banker is going to put in 100+ hour weeks, a biglawyer at a top firm will be required to put in 60-70+. A high performing neurosurgeon may put in just as much...these people are all free to leave those professions if they don't like it, and many do - attrition is incredibly high. But there's a reason why they have to work so long and it comes down to extremely specialized knowledge and relationships and work that is not easily divisible.
I also don't think that working over 40 for extended periods of time is bad or a failing of management. Creative processes are less defined and more chaotic by nature.
They should take this majority of people that want to work on saturdays, develop a plan and get as much shit done till release as possible. If it comes out buggy then so be it.
Isn't most of the work so shortly before release just fixing as much stuff as possible?
Apparently Jason being a douche and CDPR ethically crunching is mutually exclusive.CDPR mandates crunch ("voluntarily") and Jason likes to sniff his own farts. You can't have one without the other it seems.
Didn't Alanah do the same thing about the ND articles? Her conversations with the devs there returned the same responses.On the GameInformer show they addresed the Crunch subject at CD Projekt Red, and one of the hosts said that people at CD didn't agreed with the way the story was spread and they choose to do the overtime work.
Honestly I don't know what to think about this, it could be true, but this is a sensitive topic and I trust Jason's work so...I will wait for the next episodes.
Crunch is generally caused by a project management failure somewhere along the way in a project, or by a project taking an unexpected curve while its being developed that can lead to a larger than planned workload. It can also be a result of someone higher up in the project deciding to scope creep the project and add more things to it.
Game development is also very similar to making a blockbuster movie - you are never really done, you just run out of time before it goes out the door. Due to this, some projects place priorities in the wrong places as they are being developed which can lead to crunch to get everything else done before a project officially releases. However, the problem with the modern video game industry is that games are never truly done these days. Old games used to be crunched on until they went gold and then oh well, the game was out the door and pressed, everyone else just has to live with it. Then patches were introduced as a regular thing, so now games go out the door and teams crunch on the day 1 patch and then everything else that needs to be fixed after that. DLC and GAAS are now a thing as well, so now when games go gold your teams work on day 1 patches, DLC and content to add regularly at a steady pace to keep player engagement high.
All of this has caused more value to be placed on employees who are willing to "lay down on the line" for the project and sacrifice themselves to get the project done. Except projects are truly never done now and game budgets keep rising, team sizes keep getting bigger and game features keep being added. This is the perfect cocktail for industry crunch to brew.
The other problem is that promotions within the video game industry are directly tied to how much you are willing to lay your life on the time for the project. Hell, at an outsourcing company, an internal game developer can request that anyone within the outsourcing company that isn't willing to crunch be removed from the project and replaced by people who will. This is just one example of how fucked up the balance of power can be in the industry and as mentioned before, someone who has a cushy job making over $75,000 may choose to crunch but then all the teams that work with them and all the employees under them must then crunch as well, because if they don't then the person choosing to crunch will run out of things to work on.
The other thing that makes crunch crunch is that it can go on for 6+ months if not years. I've seen other video game projects crunch for over a year, and its never optional due to the fact that choosing not to crunch will put your career progression and/or job stability in peril. And that's an even bigger problem in the video game industry due to the fact that many lower level employees are working in the industry because they are passionate about it and have been told repeatedly that if they suck it up and pay their dues then they will get promoted, just like one of their friends.
But yes, any sustained overtime can be considered crunch.
Cynical me says these people wholly understand what they're doing. They recognize that for most in the "games journalism" space, this kind of coverage is a stepping stone to working PR for these large companies in the future.The saddest part of the displays of half-assed volunteer corporate apologism must be the complete lack of self-awareness.
Really great posts about project management! Completely agree with everything you've said.Crunch is generally caused by a project management failure somewhere along the way in a project, or by a project taking an unexpected curve while its being developed that can lead to a larger than planned workload. It can also be a result of someone higher up in the project deciding to scope creep the project and add more things to it.
Game development is also very similar to making a blockbuster movie - you are never really done, you just run out of time before it goes out the door. Due to this, some projects place priorities in the wrong places as they are being developed which can lead to crunch to get everything else done before a project officially releases. However, the problem with the modern video game industry is that games are never truly done these days. Old games used to be crunched on until they went gold and then oh well, the game was out the door and pressed, everyone else just has to live with it. Then patches were introduced as a regular thing, so now games go out the door and teams crunch on the day 1 patch and then everything else that needs to be fixed after that. DLC and GAAS are now a thing as well, so now when games go gold your teams work on day 1 patches, DLC and content to add regularly at a steady pace to keep player engagement high.
All of this has caused more value to be placed on employees who are willing to "lay down on the line" for the project and sacrifice themselves to get the project done. Except projects are truly never done now and game budgets keep rising, team sizes keep getting bigger and game features keep being added. This is the perfect cocktail for industry crunch to brew.
The other problem is that promotions within the video game industry are directly tied to how much you are willing to lay your life on the time for the project. Hell, at an outsourcing company, an internal game developer can request that anyone within the outsourcing company that isn't willing to crunch be removed from the project and replaced by people who will. This is just one example of how fucked up the balance of power can be in the industry and as mentioned before, someone who has a cushy job making over $75,000 may choose to crunch but then all the teams that work with them and all the employees under them must then crunch as well, because if they don't then the person choosing to crunch will run out of things to work on.
The other thing that makes crunch crunch is that it can go on for 6+ months if not years. I've seen other video game projects crunch for over a year, and its never optional due to the fact that choosing not to crunch will put your career progression and/or job stability in peril. And that's an even bigger problem in the video game industry due to the fact that many lower level employees are working in the industry because they are passionate about it and have been told repeatedly that if they suck it up and pay their dues then they will get promoted, just like one of their friends.
But yes, any sustained overtime can be considered crunch.
They were crunching before these final stages of development. It's just "mandatory now". Can't believe people go out of their way to defend these multi mil/bil companies.
Here's some context from someone actually living in that country.
The problem that you are kind of glossing over is that doctors, lawyers, bankers and engineers make $100,000+ a year in many cases.
Game development crunch impacts the lowest level (often outsourced) employees the most, who are crunching at $20,000 a year are likely in school or working a job just to make ends meet. These are the people being exploited the most, and these are the people who, if they don't work on the project until it launches, are scrubbed from the credits and/or never credited to begin with.
So yes, its absolutely a failure of management and its always bad, because crunch in the video game industry trickles down and hurts people at the bottom the most.
Yes but the act of fixing things shortly before release generally means major code cannot be fucked with. It also means that if QA finds, say, an art bug that causes seizures in some people or say, the ability to block all progress in the game shortly before launch, the teams behind those mechanics and systems, even if they don't want to crunch, suddenly have to to get it fixed and/or remove it before launch.
Thats kind of the problem, teams underestimate/undershoot how much time they'll actually need to fix bugs because they've been so busy trying to just make a game. It's also why the common way to fix bugs shortly before launch is either by removing the feature entirely if it isn't core or by slapping a "Will not fix" label on it.
That's what I've seen from my experience so far, at least in Canada. Maybe they have laws for that protecting employees.
Nail on head.And since he isn't working for a gaming specific outlet anymore but for big ass Bloomberg, he doesn't have to fear any kind of blacklisting
'Push his agenda'... This coming from Parris is amusing. Like pure comedy.
He should stop tweeting.
"Sends his followers". People just don't get it (or they do not want to get it).Well this is certainly an interesting take. Jason dropped facts based on comprehensive journalism across numerous sources/employees, and brought receipts. I'm not sure that there's much room to play victim here.
The problem that you are kind of glossing over is that doctors, lawyers, bankers and engineers make $100,000+ a year in many cases.
Game development crunch impacts the lowest level (often outsourced) employees the most, who are crunching at $20,000 a year and are likely in school or working a job just to make ends meet. These are the people being exploited the most, and these are the people who, if they don't work on the project until it launches, are scrubbed from the credits and/or never credited to begin with.
So yes, its absolutely a failure of management and its always bad, because crunch in the video game industry trickles down and hurts people at the bottom the most.
Yes but the act of fixing things shortly before release generally means major code cannot be fucked with. It also means that if QA finds, say, an art bug that causes seizures in some people or say, the ability to block all progress in the game shortly before launch, the teams behind those mechanics and systems, even if they don't want to crunch, suddenly have to to get it fixed and/or remove it before launch.
Thats kind of the problem, teams underestimate/undershoot how much time they'll actually need to fix bugs because they've been so busy trying to just make a game. It's also why the common way to fix bugs shortly before launch is either by removing the feature entirely if it isn't core or by slapping a "Will not fix" label on it.
We both agree crunch is wrong. If I come off as dismissive of crunch I apologize.I get what you're going for here, but two things can be bad at the same time. No need for whataboutism. The journalist in question covers video games and developers and that's his expertise. I do feel like the plight of Uighurs has been in the news and is a serious problem but doesn't need to stop all conversation about workplace labor issues.
I'd say it's like that in any industry though, the more time you dedicate to your employer/organization, the better you will be seen as you are showing dedication, there is nothing wrong with that and of course it should somewhat affect your career growth as when it's time for promotions you will always be compared to your peers, and no one would choose the person who works less, especially if the people you are comparing are just as efficient. I manage people and dedication is an actual thing we look at and on which I am being looked at as well.No one has the ability to turn down crunch without impacting their future promotions, career growth, reputation and/or future employment.
Case in point: I live in Montreal and I crunched on a video game for over 80 hours a week for two months straight. There are 30+ game developers in Montreal and yet employees crossover between companies all the time so when I interviewed somewhere else I was told (and later offered the job) that they had heard how much I was willing to sacrifice on projects and was a reliable and dependable employee because of that.
I got a job (and unquestionably got promotions too) because I was willing to crunch. I saw people around me who were also crunching fail out of school, lose loved ones and/or burn themselves out crunching.
Crunch is never an option.
Richard from HoegLaw seemingly agreeing with him
Didn't expect to see this dude involved in this stuff
That makes sense, but then what is the suggested fix for that? How can the need for crunch be prevented? Better management is easy to say but especially creative projects are hard to time and shit always comes up in the end. Then some say delays just lead to more crunch. So to me it seems like we either need to stop producing games that big and complex or be fine with a whole of bugs.The problem that you are kind of glossing over is that doctors, lawyers, bankers and engineers make $100,000+ a year in many cases.
Game development crunch impacts the lowest level (often outsourced) employees the most, who are crunching at $20,000 a year and are likely in school or working a job just to make ends meet. These are the people being exploited the most, and these are the people who, if they don't work on the project until it launches, are scrubbed from the credits and/or never credited to begin with.
So yes, its absolutely a failure of management and its always bad, because crunch in the video game industry trickles down and hurts people at the bottom the most.
Yes but the act of fixing things shortly before release generally means major code cannot be fucked with. It also means that if QA finds, say, an art bug that causes seizures in some people or say, the ability to block all progress in the game shortly before launch, the teams behind those mechanics and systems, even if they don't want to crunch, suddenly have to to get it fixed and/or remove it before launch.
Thats kind of the problem, teams underestimate/undershoot how much time they'll actually need to fix bugs because they've been so busy trying to just make a game. It's also why the common way to fix bugs shortly before launch is either by removing the feature entirely if it isn't core or by slapping a "Will not fix" label on it.