If publishers and developers are serious about people working around the clock, they should implement shifts. Have a 9-5 shift and a 5-1 shift. The reason why this doesn't happen is obvious: crunch is free labour. Greedy assholes.
I know of a games developer that does this, and still does crunch. So... nope, still not the solution.
Yes. And thank you. Now someone get this message to CDPR 🤷‍♂️.So again, the crunch is due to poor management. You don't extend deadlines to increase scope. You extend them if and only if you need the extra time to complete the current scope.
Yes. And thank you. Now someone get this message to CDPR 🤷‍♂️.
I haven't really looked into what they are claiming to utilize this time for, but I'm assuming this is the case. They should be focusing on the current scope and making it as good as possible. They've got 7+ bloody months to Q&A the damn thing. I get it, game design is hard, but if that isn't enough...
"With very few exceptions".Not doubting Jason Schreier but wasn't Animal Crossing delaybthe exact opposite?
Doug Bowser is such a PR type guy though... You never know."With very few exceptions".
I guess that's one of them.
Nintendo: Animal Crossing delay means avoiding crunch
The delay to Animal Crossing: New Horizons is in keeping with Nintendo's stance on crunch, Nintendo of America presiden…www.gamesindustry.biz
Take this with a grain of salt but the changes BioWare Edmonton has been implementing since this year are to make it a more family-friendly workplace.I know some companies have said they are trying to get rid of crunch. Aside from the Animal Crossing example, what are some notable ones?
If we believe their statement and reasoning for delay then game is content complete and locked with all fundamental gameplay mechanics in place. Delay is used for QA, technical improvements and general polish. It isn't scope and content creep.
Hopefully it's true, but Mr. Bowser is not exactly the Nintendo person to know all about Japan's crunch conditions... (Even more when it's Japan, they are not crunching, but how many hours are they working?)"With very few exceptions".
I guess that's one of them.
Nintendo: Animal Crossing delay means avoiding crunch
The delay to Animal Crossing: New Horizons is in keeping with Nintendo's stance on crunch, Nintendo of America presiden…www.gamesindustry.biz
So again, the crunch is due to poor management. You don't extend deadlines to increase scope. You extend them if and only if you need the extra time to complete the current scope.
gonna need 10 inflatable rats, stat
With delays , I often wonder how much difference can be made with the short delays, where it's a few weeks or a month.
if it's a few months it seems to make more sense
mind you I know little about game development so...
Companies will need to double their workforce and adopt new production management techniques to continue to churn out the things of questionable value they churn out.
Or they could just sacrifice a generation of engineers on this altar of getting a game out synchronously with the marketing campaign
It's because the title really isn't accurate to what's said in the article, some one in the comments said it better then I could:Not doubting Jason Schreier but wasn't Animal Crossing delaybthe exact opposite?
All of this is sensible, but that title is terrible. Game delays don't cause more crunch, companies abusing game delays cause more crunch. Context matters, and this way of phrasing it encourages people to think "Damned if you do, damned if you don't" when the truth is : Game delays are generally a good thing, but cannot be trusted to avoid crunch when the same management that caused the first missed deadline are in charge of hitting the second.
A game getting delayed is always due to scope and feature creep. :)
Exactly. I mean, naturally there will be more crunch with increased scope because you added tons of stuff later on (that maybe wasn't originally planned?) or change things last minute (because of mismanagement, cf. Mass Effect Andromeda as a prime example) or didn't calculate rightly from the beginning.So again, the crunch is due to poor management. You don't extend deadlines to increase scope. You extend them if and only if you need the extra time to complete the current scope.
I seeIt's because the title really isn't accurate to what's said in the article, some one in the comments said it better then I could:
Bolding was me.
Totally random question that just popped in my head: do management-related positions like Producer, Assistant Producers or Project Managers crunch as hard as the others, or is it more one of those things left in the hands of those who actually develop (like artists, programmers and so on)? Just curious.
Presumably they still need gatekeepers and decision-makers to sign off on key issues and creative choices at regular intervals. If production crunches, the number of decisions that need signing off should also skyrocket so I can't see the leads chilling. However, they might be more removed from the psychological, social and physical toll that comes from forced creativity under pressure.
A game getting delayed is always due to scope and feature creep. :)
As a developer myself... uhhhhhhwhat? :D Plenty of games gets delayed because of uexpected factors. Having to help out with another project, the initial design being harder to do than anticipated, key personell leaving.. a thousand reasons. Some games that I worked on got cut features, decreased scope, more dev time AND larger team size, and there was still crunch. Its not like the reason is that simple.
But then its not scope creep, so... my point still stands :)Then I would argue that the project was overscoped for the time that you had been given and it should have been reduced in scope further. :)