I worked on UFC Trainer for well over a year, implemented leaderboards and more online features on all 3 consoles, and left a couple months before it was released because my contract was up and THQ was too cheap to renew it. Other engineers had to fight with the producers to get them to leave my name in. It was put into Special Thanks.
Special. Thanks.
Whatever, at least my name was on it.
What's your source on this?Breath of the Wild is an an example of a great AAA game that didn't have crunch. It was originally slated to come out over 3 years after the previous mainline Zelda and was delayed multiple times to refocus scope and deliver a great game.
There have been studios, including Nintendo, that have success without crunch and show that it's not an either/or situation.
It'll be that one interview that gets trotted out every time the subject of Nintendo and crunch comes up, which in no way actually says that Nintendo don't crunch.
What about all the successful AAA games that people like? They had crunch too. It'd easy to shit on game s like anthem. We all saw the train wreck, but should games like The Witcher, The Last of Us, God of War, Halo, Assassins Creed, and so on not exist? Whose to say all those games weren't mismanaged as well? I'd be willing to bet they all had crunch. Only pub I'm not sure crunches is Nintendo, but after hearing stories about how hard Iwata worked....
It'll be that one interview that gets trotted out every time the subject of Nintendo and crunch comes up, which in no way actually says that Nintendo don't crunch.
Yeah for sure, but Jaffe's point is that if the work is 100% digital (no one is actually required to be on location), it makes those workers disposable to large studios/publishers/etc as there are always skilled workers overseas that will be cheaper and easier to work with. Which is why both the VFX and AAA game industries are fucked.
This is a bad take. Why would you be okay with this?And to add, no, i don't get paid overtime either, such is salaried life.
Also, Nintendo just call it "Mario Time" instead of crunch:
"In those days, Miyamoto would come to us at 11 PM, after he finished all of his board-member work, and say, "It's Mario time." At that point, we'd start a planning meeting that would run until 2 AM. At that point, Miyamoto would go home, leaving us with the words, "You should return home soon, for your health." Over the next two or three hours, we'd write the game design documents and summarize the instructions for our artists and programmers. "
His point of why unions will never work in video games is because most devs are easily replaceable by outsourcing their work overseas (he says he's pro-union and anti-crunch in the video). I wonder if that's actually true, and whether you can get the same quality from overseas (especially when it comes to stuff like writing for big dev like Naughty Dog or CDPR who are known to crunch).
Yes.
Not sure we need to see business ethics arguments from David "we need to give Milo Yiannopoulos a platform" Jaffe.
I'm working with two overseas companies right now.It isn't. If you could get the same quality from overseas with a fraction of the cost, they would have been doing it a long time ago. Think about that.
Anyone who worked with offshoring have horror stories like that.I'm working with two overseas companies right now.
One is implementing some reward system into our title and claimed they can do anything and have done it before.
They proposed it would be done by July 2019. It's rolled out to 2% of our users right now and still doesn't even support device rotation like they said they've been working on since then. It's been a literal nightmare.
The other has been just 4 software engineers. Every user-facing feature we've given them has had horrendous bugs that showed they did absolutely no testing. Every tech backlog task we've given them has taken so long that the task in itself is already outdated.
But hey, they're cheap! So keep throwing money at it.
...and you get what you pay for.
One of my last companies, we had these outsourcers. They were originally hired to replicate this concept program I made for this company. When I joined fulltime, they took a back seat. A few months on the job, there were repeated days of "bad weather, no internet, can't work today" messages. We decided to look up their building on Google Maps. Turns out, the weather was fine, but there was a big soccer match that day. We shitcanned them, but a year later I notice they were re-hired by my dumb ass bosses to work on some puzzle basketball title. They were months behind schedule and it never came out.
I honestly don't know why they think outsourcing engineers ever works because it just leads to wasted time and money. I can't communicate easily with them for language barriers, time differences and the fact they're not on site to ask questions or consult with us. PLUS because they're paid to deliver on the deliverables, they will give you exactly what you ask for which is the minimum possible.
My favorite example is once they were tasked with implementing an energy bar in the game. Do a task, the bar shrinks. Etc. They got it in. Then the designer clicked again, and the energy bar went negative. And kept going. They weren't instructed to implement a stopping mechanic, so they didn't.
Two or three years ago our biggest client set a rule that all future bids must include x% offshoring to reduce costs. Now they're demanding that new projects don't do any offshoring...Anyone who worked with offshoring have horror stories like that.
That's the unmistakeable future of offshoring.Two or three years ago our biggest client set a rule that all future bids must include x% offshoring to reduce costs. Now they're demanding that new projects don't do any offshoring...
As far as software goes, gaming is among the worst.I don't like agreeing with Jaffe, but he's not totally wrong.
Also seems pretty naive to believe publishers will simply do away with AAA development because of poor working conditions. There are numerous industries out there built on the backs of exploited workers.
Completely agreed. Entertainment is not important enough to sacrifice the well being of people. I just don't see a scenario at the moment that would get these big companies to change.There's no reason why entertainment has to have such appalling conditions
Or worse still, they'll find a way to combine the worst of all worlds to make the shittiest product ever.Completely agreed. Entertainment is not important enough to sacrifice the well being of people. I just don't see a scenario at the moment that would get these big companies to change.
That being said, I do think that what we currently consider big budget AAA gaming will start to fade at some point in the next 15-20 years, though it won't have anything to do with working conditions or concern for employees. It's that smaller games with post-launch monetization and live service games are going to start looking more and more appealing to publishers. They can still make mountains of cash, but at a fraction of the cost and man power compared to something like God of War or Red Dead Redemption 2.
Many AAA games have plenty of substance.I don't want AAA games though, I want games with actual substance.
Exceptions, not the rule.
Nope. More than enough exist to show your statement up, honestly.
That's actually very easy to do because no one makes AAA games in genres I like these days. Outside of Zelda and 3D Mario, there's actually not much for me. A lot of it is zombies, M rated gore fests or general intense heavy violence which is all taking its toll on industry artists having to look at decapitations videos, and without the help from the industry for their mental health. Then there's how incredibly safe AAA is that they're too big to fail because of how everything is thrown in to reach more people. And AAA only gets bigger and bigger with more and more things getting put in, which is killing the people who make the games.