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scitek

Member
Oct 27, 2017
10,072
Should've said, "Getting rid of 90% of your staff and scrapping all projects you're working on does wonders."
 

Paquete_PT

Avenger
Oct 27, 2017
5,330
Really? That's your hot take?

It's hardly a hot take. There's no denying that the kind of pressure a studio like rockstar and naught dog faces with their newest games is completely different than the pressure a studio currently only (as far as we know) working on smaller parts of bigger projects that aren't their own. But my take on crunch is a little bit different than most here on Era. It's not pretty and sometimes it's excessive, but I've always been used to extra-work and work out-of-hours, in school, college and my work. And when it comes to making a piece of art (if you want to look at games as such, as I do), there is always something to polish, correct and improve.
 

Blackbird

Unshakable Resolve - Prophet of Truth
Member
Oct 25, 2017
5,477
Brazil
Time does not equal passion is my favorite quote from the article...so true. When a company mandates overtime like Rockstar you inevitably have a bunch of people at work just for the sake of being seen rather than actually being productive...as was brought out in Jason Schreier's Kotaku story.

That can lead to self induced crunch, which is not a place you want to be in, as it can also lead to burning out. :(

Doing the extra hours is "easy" at first, one can do it easily for a few months. It is the rest of your life that starts suffering, and due to that, your work starts suffering too. This is usually noticed when it is too late. One might think they are contributing more and more, in man hours yea sure, but it is the quality of their work that starts going down after a while due to being overworked. And you may end up stuck in a long-lasting period of tiredness, which may be more difficult to get out of than it sounds.

This.

If it starts by ranking the amount of hours put in a project, you can definitely tell that productivity will take a hit. There's a healthier way of accomplishing results in this industry and i don't doubt that Criterion is applying it. People just need to start talking about it, to slowly dissipate this oppressive reality that a lot of individuals buys so easily.

And please, let's not reduce this thread into "but they don't make mah big AAA titles", that's very unfair and unreasonable, not to say cruel.
 

SeanBoocock

Senior Engineer @ Epic Games
Verified
Oct 27, 2017
248
Austin, Texas
At least when I left three years ago, several studios at EA were making a concerted effort to align around "focus mode" instead of typical crunch in order to increase productivity for short stretches before milestones. The uptake of that varied between different teams and disciplines, though a lot had already adopted better work practices years ago; glad to see that effort has continued.
 

Scrooge McDuck

Avenger
Oct 25, 2017
3,038
It's hardly a hot take. There's no denying that the kind of pressure a studio like rockstar and naught dog faces with their newest games is completely different than the pressure a studio currently only (as far as we know) working on smaller parts of bigger projects that aren't their own. But my take on crunch is a little bit different than most here on Era. It's not pretty and sometimes it's excessive, but I've always been used to extra-work and work out-of-hours, in school, college and my work. And when it comes to making a piece of art (if you want to look at games as such, as I do), there is always something to polish, correct and improve.
Sacrificing oneself for the sake of art is fine and all if you're the only one who sacrifice and you didn't drag a company of unwilling people along with you.
 

Muffin

Member
Oct 26, 2017
10,342
It's hardly a hot take. There's no denying that the kind of pressure a studio like rockstar and naught dog faces with their newest games is completely different than the pressure a studio currently only (as far as we know) working on smaller parts of bigger projects that aren't their own. But my take on crunch is a little bit different than most here on Era. It's not pretty and sometimes it's excessive, but I've always been used to extra-work and work out-of-hours, in school, college and my work. And when it comes to making a piece of art (if you want to look at games as such, as I do), there is always something to polish, correct and improve.
DICE makes AAA games regularly and they aren't normally crunching either. There was that thread about it happening during the Battlefront 2 controversy to quickly strip out the lootbox stuff, but that's an extreme case.

It's clearly possible to make big games and not crunch.
 
Oct 29, 2017
2,600
they avoid crunch by not releasing any games.

Wow I didn't know DICE didn't release any games!

I'm not surprised at all that this thread isn't taking off compared to the RDR one. People don't have anything to get mad about and they don't want to admit EA might not be as awful. Some of these responses are so weird.
 
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Forsaken82

Member
Oct 27, 2017
4,926
They are saying the demonizing of those that want to work normal hours is wrong. Of course if you really want to work more hours it should be ok but it shouldn't be expected and should be kept at a healthy level

I know what they are trying to say, but the way it's said is one sided which was the point I was making.
 

Septimus Prime

EA
Verified
Oct 25, 2017
8,500
As a software developer outside of video games, how does development planning usually go in the gaming biz? Is it usually agile (scrum, etc) or more of a waterfall approach? Really curious.
It's a hybrid. We use a lot of agile processes, but at the end of the day, our MVPs have to be pretty much the whole game, so it's hard to avoid more upfront, waterfall style planning.
 

bibs

Member
Oct 27, 2017
225
I'm curious whether the variation in work hours are affected by the countries that the development studios are in. Certain European countries have very strict rules surrounding the hours employees work while other countries don't.