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Deleted member 37151

Account closed at user request
Banned
Jan 1, 2018
2,038
Can we add EA to this list. They've made a lot of noise about eliminating long periods of crunch. Becuase, as people have said, it's inefficient. It lowers productivity and it's self defeating.
 

Baladium

Banned
Apr 18, 2018
5,410
Sleep Deprivation Zone
I figured this could be a good list compiling games that have been made or are being made without crunch for those that want to support this practice.

Krunch

vVkoPPU.gif
 

FelipeMGM

#Skate4
Moderator
Oct 25, 2017
3,012
I would say this surprises me but it really doesn't. This is the same team who made Ratchet & Clank (PS4) in nine months. Not too hard to imagine they could make Spider-Man in three years without resorting to extreme measures.

Actually, the original schedule was 10 months, but that changed when the movie was delayed basically a full year so Insomniac also got that kind of extra time. Still insane that both that and Spider-Man were shipped so fast
 

chubigans

Vertigo Gaming Inc.
Verified
Oct 25, 2017
2,560
Oh yeah crunch can definitely occur for indie titles, no argument there. My point was that because they are indie titles they are far less likely to be victims of crunch.

Also, thank you for the link, I'ma take a gander at it.
Ah yeah, I would hope that's the case but it's really hard to say. Especially if they have publishers who set deadlines for certain milestones.
 

Bradford

terminus est
Member
Aug 12, 2018
5,423
I wonder what crunch is like at big Japanese developers.
Japanese work schedules outside of the games industry are already ridiculous. Crunch all the time, everywhere, very little overtime, very little lenience for disagreement.

I assume it is worse in the Japanese games industry itself, considering that non development industries are brutal on their own.

Basically what Jessie said above is very true.
 
May 5, 2018
7,353
Yay that Wandersong is on that list of games that didn't require crunch, even if its not surprising.

Great to see Insomniac is a developer who's uses reasonable work schedules for their employees. Insomniac continues to be one of the best employers in the games industry.
 
Oct 26, 2017
3,946
In the rapid fire question video with Alex of Media Molecule it stuck out to me that they are making Dreams crunch free. That game is likely screaming at them to put 100 hours a week per person into getting that game released, and kudos to them for resisting that.
 

s y

Member
Nov 8, 2017
10,431
Insomniac is crazy well managed it seems. Developing SPiderman in 3 years and Ratchet and Clank in 10 months without heavy crunch horror stories is pretty bonkers.
 

Xeontech

Member
Oct 28, 2017
4,059
mild crunch could mean 80 hour workweek instead of 100 hour workweek, which is still hell.

I know it's the culture, and things have to get done but yes it's pretty bullshit.
 

Deleted member 18944

User requested account closure
Banned
Oct 27, 2017
6,944
Ah yeah, I would hope that's the case but it's really hard to say. Especially if they have publishers who set deadlines for certain milestones.

This might be a good indicator to look into how indie developers work on their games vs. those in large studios, and if its common for those making their titles to push themselves to the absolute brink.

was physically and mentally exhausted, and up to that point was the hardest challenge I had ever faced in my game making career.

I do not doubt more have felt that way I'm kinda interested in seeing who else goes through this.
 

delete12345

One Winged Slayer
Member
Nov 17, 2017
19,687
Boston, MA
He's not a good metric as he's the head of the dev team and isn't a Nintendo or Bamco employee. He's also crazy.
I didn't say he's a good metric, but it's one of the more open developers from Nintendo relations in Japan that revealed their work schedule.

Also from the same source, Sakurai did say, "Apparently, working 45 more hours overtime in a month can cause an investigation."
 

Fiel

Member
Oct 30, 2017
1,265
Of course, there are no AAA game on the list. AAA production lead to crunch because cost of production and many financial associate is watching over, it need to be done in schedule.
 

jonjonaug

Member
Oct 25, 2017
5,674
I wonder what crunch is like at big Japanese developers.
I have heard absurd horror stories about From's development cycles for the Dark Souls games and Bloodborne. Basically straight crunch through the entire process for all of these games, 4 hours of overtime a day every day. Partly because Miyazaki is an insane workaholic and expects everyone to work as much as he does.
 

Bakercat

Member
Oct 27, 2017
10,154
'merica
Looking at that list, I assume these are Indy games by independent teams? I'd assume any developers under giant AAA publishers won't be posting any examples.
 

gnilres

Member
Oct 28, 2017
588
Yeahhh as awful as Rockstar's crunch and OT were handled, the final product is going to have infinitely more detail and scope than any of these games.

I don't see how AAA game development on that scale is possible without these shitty management issues. Too much money is on the line I think.
 
Oct 27, 2017
5,842
I forced myself through crunch last year and it literally almost killed me. And I'm as indie as it gets (contract workers with me doing 99% of the programming/design). I wish I could add my game to the list but I can't.

If anything it goes to show that, even when there's literally no one forcing you to do crunch, you feel "obligated" as its almost like a part of the culture of the industry. I won't ever do that to myself again, I hope. (and also there are a lot of indie studios that go through the crunch phase, if anything it can feel worse because there are few employees to begin with and you have a much stronger sense of loyalty to get the company through the dev process as quick as possible).

I posted this in a different crunch thread: passionate people need to be protected from themselves.

I did terrible damage to my health repeatedly over a period of time because I thought the hours were necessary.
No boss ever made me do it - they didn't need to. I was willing to be exploited to make the game "as good as it could be".
Anyone with that mentality needs to have limits put on them.

There's still a part of me that has a sense of pride about the horrific amount of work I put into certain projects and I'm very conflicted about that.
 

personaplace

Member
Oct 29, 2017
259
Is it possible that employees working exorbitant hours might be asked to sign a crunch-NDA in exchange for non-discussed status (high performance reviews, desired work choices, etc.) at work? Hypothetically of course.
 

huH1678

Member
Oct 30, 2017
1,029
The list is as expected, with mainly Dreams as the only outlier and Insomniac for spooder-man.
 

Deleted member 2793

User requested account closure
Banned
Oct 25, 2017
15,368
I didn't say he's a good metric, but it's one of the more open developers from Nintendo relations in Japan that revealed their work schedule.

Also from the same source, Sakurai did say, "Apparently, working 45 more hours overtime in a month can cause an investigation."
Oh ok then, yeah. Just saying this because he's considered a workaholic even by japanese standards, but his column is pretty open about how things work over there
 

Pixieking

Member
Oct 25, 2017
5,956
My guess is there will be zero AAA games on this list
Yeah. The biggest on this list is Endless Legend, which was technically published by Sega. But that was an acquisition after production started.

Crunch is driven by executives that want to make deadlines. Indie devs are smarter than to do that to themselves.

Endless Space 2 would count as AAA product - Amplitude were acquired by Sega in June 2016 and ES2 went live on Steam Early Access October 2016. Whilst the initial development would have been before acquisition, there's a few months there where crunch could've potentially been enforced by Sega, but wasn't. Early Access release also meant crunch was unnecessary.

Looking at the list so far...yup.

Indie games often don't have big publisher deadlines to hit, so they can take their time if needed.

This simplifies things a bit. Indie games/smaller publishers will have less cash-on-hand to survive a protracted development cycle than larger companies. Whilst a Sega or EA has profit/revenue forecasts to hit and quarterly earnings schedules to keep, they can also spend longer on a game, which in turn costs more money. A smaller company that is working on only 1 or 2 games at a time will have less cash in reserve, and so needs to complete a game faster to not only earn money quicker, but to (possibly) spend less on programmers/artists/marketing, etc.

Edit: Read David Galindo's post-mortem on CSD2 development to have a solid example of indie crunch.
 
Last edited:

El-Suave

Member
Oct 27, 2017
4,831


If you look at the long ass credits for Spider-Man and see how many other companies were involved in the production of that game in some capacity, you can't possibly rule out that people crunched to meet the deadlines for their contributions. I realize the tweet was just about Insomniac but AAA games are bigger than one studio these days.
 

ElBoxy

Member
Oct 25, 2017
14,134
Unions would only hurt independant studios is such bullshit


like the rest of japanese corporate life- a horriffic sleep under your desk work all day and night nightmare
I remember watching a making of one of the Gran Turismo games and one of the employees had a sleeping bag under his desk. At the time I thought that was funny and cool.
 

mieumieu

Member
Oct 25, 2017
900
The Farplane
My magnum opus was made with no crunch. At least no forced ones... Sometimes I left the office at 8pm cos I want to fix something before leaving, but that's it
 

chubigans

Vertigo Gaming Inc.
Verified
Oct 25, 2017
2,560
I posted this in a different crunch thread: passionate people need to be protected from themselves.

I did terrible damage to my health repeatedly over a period of time because I thought the hours were necessary.
No boss ever made me do it - they didn't need to. I was willing to be exploited to make the game "as good as it could be".
Anyone with that mentality needs to have limits put on them.

There's still a part of me that has a sense of pride about the horrific amount of work I put into certain projects and I'm very conflicted about that.
Man I'm 100% with you. Even now I'm planning my schedule for a game a year out and I'm already thinking about the periods of crunch I'm allotting to myself. It's a habit I have got to pull myself out of.
 

Ishaan

Member
Oct 27, 2017
1,702
I think it's also worth pointing out that Monolith Soft (the developer of the Xenoblade games) has gone on record several times, stating that they stress the importance of a balanced life. Here's a few quotes:

Studio Director Tetsuya Takahashi, in a Gamespot interview (2015):
"It's difficult to convey to people because I'll have these conversations with Takami, who is working so hard," Takahashi described. "I can tell that even from his own point of view it's hard for him to go home because he feels such a sense of responsibility and he wants to continue working on a thing. I try to urge people in that situation to make sure that they're seeing to the needs of all of their life at that point and not just work. That's something that's very important to me."

Later in the same interview:
"When I think about how it feels to work at Monolith, it's something that's probably changed quite a bit over time. In the very beginning of Monolith, right after I'd left Square, there were certainly a lot of times when we were working very late into the night. We were still building up the company so there were not that many people involved.

"We still have some of the early core members with us now like [director Koh] Kojima and [art director Norihiro] Takami who were there from the beginning. Certainly things have changed quite a bit over time, but I think it's not quite as grueling as it was in the very beginning. Working with Nintendo has changed our approach to [making games] and given us a little more freedom in terms of how we schedule things out. We don't have to necessarily drive people in the traditional overtime way that you would see at a lot of Japanese companies."

From a recruitment message (via NintendoEverything) on Monolith Soft's website (2018):
"Here's an easy to understand example: it's like going to Koshien Stadium with only 9 players, or the World Cup with only 11. If something unexpected were to come up, it'd be like a player serving as both shortstop and second base, or a player serving as both a forward and a midfielder.

"(Even so, I'm proud of the fact we're still able to come in and go home at our usual times)"

Monolith Soft are a first-party developer, so obviously that does affect the situation quite a bit, as Takahashi himself pointed out. But it's cool to know that games as vast as Xenoblade Chronicles X and Xenoblade 2 are being developed without crazy overtime and crunch. Also, this is in Japan, where I'd argue work culture can be even more unhealthy than America, so the work-life balance they've achieved really is something to be quite proud of.
 

Raein

Banned
Oct 27, 2017
980
I wonder what crunch is like at big Japanese developers.

"Sir, we somehow spent 3 years working on making the main waifu's hair just so. We don't have the rest of the game ready."

"Ok, how does 2 more years sound?"

"Could you make it 4, announce it at E3 this year, and set an impossible sales goal as well?"

"Done."
 

Llazy07

Alt Account
Banned
Oct 27, 2017
186
I wonder if nintendo games get crunch, sakurai does always look tired in the directs
 

Deleted member 5535

User requested account closure
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Oct 25, 2017
13,656
Unions would only hurt independant studios is such bullshit


like the rest of japanese corporate life- a horriffic sleep under your desk work all day and night nightmare

I wonder what crunch is like at big Japanese developers.

Crunch time is a mark of an unorganized company. If you manage your timelines properly, there's no need for it.

The problem with Japanese work culture (particularly in this industry) is that they value the appearance of working hard more than, you know, actually working hard. Sit at your desk for 14 hours unproductively, go out for drinks with your boss, and sleep under your desk? You're a top performer. Spend six hours working extremely hard, and then go home to enjoy your life and recharge? You're a failure.

Its not even crunch, its just another day on the job.

The work culture in Japan (not just the game industry) is crazy

I honestly wonder how Japan is with regards to this. Would be curious to see the work hours for, say, BotW

I don't know about others since we don't have information but with Hal Laboratory, it's said on the site for different work functions:
https://www.hallab.co.jp/eng/create/jobs/03/

So, roughly 9-10 hours of work and they sleep in their house.
 

thepenguin55

Member
Oct 28, 2017
11,806
So am I a bad person for saying I don't like or have any real interest in pretty much all of the games on that list? Because I feel kind of bad. Dreams is one of the only things on the list that I have any interest in and I feel weird about that game being on that list since it's not done. Oh and Hohokum is cool so I guess that list has two games I'm into. lol
 

maks

Member
Oct 27, 2017
418
Can we add EA to this list. They've made a lot of noise about eliminating long periods of crunch. Becuase, as people have said, it's inefficient. It lowers productivity and it's self defeating.


I work with an excellent scrum master that came from EA salt lake. They didn't crunch on his projects and they've been agile for many years. Truly shocking since I've crunched like hell during my time at EA.
 

Syril

Member
Oct 26, 2017
5,895
So am I a bad person for saying I don't like or have any real interest in pretty much all of the games on that list? Because I feel kind of bad. Dreams is one of the only things on the list that I have any interest in and I feel weird about that game being on that list since it's not done. Oh and Hohokum is cool so I guess that list has two games I'm into. lol
You don't have to be a fan of the games personally. The whole point of a list like that is to push back against the notion the crunch is a necessary part of game development