That wasn't the implication at all. In-fact, in no way does more crunch in any way guarantee better quality games (similar to how a bigger budget doesn't automatically guarantee better quality). But it would most likely be easier to avoid crunch if the quality, ambition and polish bar for a said game is generally lower.
Well, that's at least a little better. Hopefully it doesn't get any worse.
It shouldn't, for every horror story like the one unfolding in this thread there are plenty of ones where the Dev studios understand what is needed to get the best out of their staff with out wearing them out in the process.
"You don't HAVE to work overtime! That's silly. But I mean if you don't, that would be a shame. I saw you were looking to move up in the company, or maybe get a higher-up job elsewhere. Didn't you ask for a letter of recommendation? I'll have to look into that. But yeah totally, you can head home! No one is forcing you to stay. ;)"The developers there are voluntarily working crunch though? Like what does a union even solve here? The piece mentions how nobody asks anyone to work nights or weekends... they just do it anyway.
"You don't HAVE to work overtime! That's silly. But I mean if you don't, that would be a shame. I saw you were looking to move up in the company, or maybe get a higher-up job elsewhere. Didn't you ask for a letter of recommendation? I'll have to look into that. But yeah totally, you can head home! No one is forcing you to stay. ;)"
"You don't HAVE to work overtime! That's silly. But I mean if you don't, that would be a shame. I saw you were looking to move up in the company, or maybe get a higher-up job elsewhere. Didn't you ask for a letter of recommendation? I'll have to look into that. But yeah totally, you can head home! No one is forcing you to stay. ;)"
Yea this sounds terrible and manipulative.That's so frightening close to what our team was told at one of the companies I was QA for many years ago. "No guarantee you'll be put on another project if you don't put in the hours, but hey, this isn't mandatory, of course, so we're not forcing you..." The implied threat kept a lot of us terrified enough to work whatever they wanted us to work. Especially those of us that were married or had kids to take care of.
The obvious solution is to unionize and fight for better labor conditions. Lord knows Sony isn't going to give it to them out of the kindness of their hearts.
That's so frightening close to what our team was told at one of the companies I was QA for many years ago. "No guarantee you'll be put on another project if you don't put in the hours, but hey, this isn't mandatory, of course, so we're not forcing you..." The implied threat kept a lot of us terrified enough to work whatever they wanted us to work. Especially those of us that were married or had kids to take care of.
Fucklol yeah. I'm not in the games industry, but I just finished medical residency. We have pretty strict work hour limitations but we got that same stuff. "Well, you don't have to take that extra shift tonight but I'll have to see about that letter you need for fellowship/your job interview..." Scummy stuff.
People feel pressured to work extra hours when others around them are working extra. There are likely many employees who are not happy sacrificing their personal lives. A union could make a huge difference in establishing vastly improved working conditions.The developers there are voluntarily working crunch though? Like what does a union even solve here? The piece mentions how nobody asks anyone to work nights or weekends... they just do it anyway.
Man, what being an exclusive means to this forum. The reactions in this thread are super tame compared to the RDR2 and CDP related threads.
Man, what being an exclusive means to this forum. The reactions in this thread are super tame compared to the RDR2 and CDP related threads.
I've said this a decade ago of one of my former companies and they only got bigger and more successful using the same method since.Honestly this kind of development is not sustainable in the least.
lol yeah. I'm not in the games industry, but I just finished medical residency. We have pretty strict work hour limitations but we got that same stuff. "Well, you don't have to take that extra shift tonight but I'll have to see about that letter you need for fellowship/your job interview..." Scummy stuff.
it is isn't itHoly shit they have no production team? That's completely nuts.
Fire and brimstone
Some of the replies in that thread holy shit. So in addition to being Sony hive mind, Era is also Rockstar hive mind.How so? I see more defending of Rockstars practices in the first few pages of said thread than in here.
Kotaku's Jason Schreier: Inside Rockstar Games' Culture Of Crunch
https://kotaku.com/inside-rockstar-games-culture-of-crunch-1829936466 Here's the story Jason has been working on the last weeks. Here's a sample: Adding more links to new articles, thanks hydrophilic attack Eurogamer...www.resetera.com
Because they only care about profit and acclaim and not the human cost associated with it.Post about retaliation if devs don't comply in the form of career sabotage is horrifying. How on earth can Dev houses conduct themselves like this, effectively entrapment.
The obvious solution is to unionize and fight for better labor conditions. Lord knows Sony isn't going to give it to them out of the kindness of their hearts.
I originally wanted to become a game developer, but these are the stories that made me say "no"
What lifestyle? You have no life with such a schedule. This isn't just some lifestyle choice unless your whole identity in life is being a workaholic/slave.Wait, people are outraged because of 12 hour days? 12 hour days is not unusual for MANY professional workers out there. That doesn't mean it's good, but some people need some perspective here. When there are deadlines in any industry, there is crunch. 12 hour days is not THAT bad. Or that unusual and definitely not unique to video game developers. It 100% sucks that this is a reality, but it is and people can and do change jobs if this lifestyle isn't for them.
Whew, I'm glad. I wouldn't want to reassess my opinion of Insomniac Games as the best development studio in the world. Everything I see about them feels like they're doing it right.
I originally wanted to become a game developer, but these are the stories that made me say "no"
Workholism is an addiction, so it's not so much a choice as it is something that can be incredibly hard to change.What lifestyle? You have no life with such a schedule. This isn't just some lifestyle choice unless your whole identity in life is being a workaholic/slave.
The industry is self-indulgent as a whole with this - but yes, the high-profile products are built and sold on perception of being better than everyone else.I imagine, however, that the people making the games have themselves been whipped into the mindset of believing that their studio has to beat everyone else's new ray traced grass by 10% fidelity or they've failed as creative pioneers.
I agree with this but my understanding is that people are working 6 12's and then Sundays for months. That's unacceptable. I've done 6 12's (not in this industry) and as soon as I was in a position to stop it I did, people are just going through the motions at that point.Wait, people are outraged because of 12 hour days? 12 hour days is not unusual for MANY professional workers out there. That doesn't mean it's good, but some people need some perspective here. When there are deadlines in any industry, there is crunch. 12 hour days is not THAT bad. Or that unusual and definitely not unique to video game developers. It 100% sucks that this is a reality, but it is and people can and do change jobs if this lifestyle isn't for them.
Edit: disregard. I misread the quoted post.To the people in here blaming Sony for this, while they're definitely not free of any blame, the issue here is ND's leadership. I only say this because anger should be directed in the right places. In a lot of cases, first party studios are their own companies with their own identities and individual cultures who happen to be owned and funded by a larger parent company.
While this has likely come about due to Sony's own expectations on the studio, the job of the studios leadership is to plan inline with the parent company's expectations, deadlines and commitments in order to mitigate problems like crunch and overworking. If that isn't happening, their studio management has fucked up in a big, big way.