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 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
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.
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.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.
Japanese work schedules outside of the games industry are already ridiculous. Crunch all the time, everywhere, very little overtime, very little lenience for disagreement.
Using Masahiro Sakurai as a metric, he normally works 50 hours/week.
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.
was physically and mentally exhausted, and up to that point was the hardest challenge I had ever faced in my game making career.
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.Using Masahiro Sakurai as a metric, he normally works 50 hours/week.
https://www.reddit.com/r/smashbros/comments/8ixmx5/masahiro_sakurais_super_smash_bros_switch_work/
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.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 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.
well dam! "Relatively crunch free" doesn't mean crunch free. Sounds like sugar coating for yeah we had some crunch
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).
Two guys died during the production of Panzer Dragoon Saga (20 years ago, mind you, but I doubt corporate culture has changed since)
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 thereI 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."
I never would have guessed given how fast they're cranking that one out.Media Molecule recently said in an interview that they don't crunch so you can add Dreams to that list.
Two guys died during the production of Panzer Dragoon Saga (20 years ago, mind you, but I doubt corporate culture has changed since)
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.
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.
It's definitely the case for the studio I'm in.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 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.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
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.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.
i've added a suggestion to your post to improve everyone's reading experienceMy magnum opus (WHICH IS CALLED ________) 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
Iirc, we saw a bunch of sleeping bags in some of the FFXV behind the scenes stuff. Mentioned in the FFXIV noclip doc too.
"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."
"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."
"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)"
I would assume that first party devs have the best working conditions.
yeah isn't insomniac kind of well known as being a great place to work? I feel like that's something that I heard a lot about in the past.
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
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
yeah isn't insomniac kind of well known as being a great place to work? I feel like that's something that I heard a lot about in the past.
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.
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 developmentSo 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