Pretty sure even indie devs have no choice but to crunch themselves, it's a thing that happens in the game industry and most entertainment industry's I would assume as time is money and you just want to get the final product delivered
Pretty sure even indie devs have no choice but to crunch themselves, it's a thing that happens in the game industry and most entertainment industry's I would assume as time is money and you just want to get the final product delivered
Sakurai worked while attached to an IV drip to finish Smash Brothers Ultimate. Thats a bit nutty. If the game director is employing that kind of push on a game you have to assume its trickling down to the other employees.
Not at all. Won't even register. The 10 people that will actually boycott this won't be remotely felt.I plan on not buying it either and I think hurting their bottom line is the only way to break through to publishers.
I agree with you but said companies lobby politicians to ensure protection laws are not passed and contribute campaign financing to politicians that oppose said laws. They do everything in their power to keep the status quo or to have even less regulation in the name of profit. That is why the poster is arguing that we need to hold companies accountable because all they care about is the bottom line.
Yeah I will buy this second-hand from facebook market or a friend.
I plan on not buying it either and I think hurting their bottom line is the only way to break through to publishers.
Sony doesn't get a penny but they still get to enjoy a game people nearly killed themselves over?.. sorry I mean enjoy a really good game.See. I don't understand this mentality at all. What's the point of protesting if you'll just half-ass it by buying used? That doesn't send a message at all.
yeah it's frustratingThis thread is essentially a good example of why this website's self-made reputation as a progressive and liberal, worker-supporter place is hilarious and couldnt be further from the truth.
Sony doesn't get a penny but they still get to enjoy a game people nearly killed themselves over?.. sorry I mean enjoy a really good game.
Doesn't add up to me either. Boycotting or half arsed attempts at boycotts, arent going to move the needle. If people want to do something about this, we'll need to create a far greater, more meaningful noise across the whole industry and not just one game from one developer where the affect will be none existent.
So, ex-AAA dev here with some feedback for those that actually want to change crunch practices.
1) Almost everyone crunches.
Most studios, especially in AAA, have crunch. In fact, out of the four different publishers I have worked for, every single one expected ALL studios under them to crunch to hit milestones/deadlines. And studios oblige because you don't want to lose incentives, bonuses, funding, or support staff. The list of studios who don't crunch - the list of products that are made 'crunch-free' is going to be unbelievably small if you are looking at AAA products. So if you plan to boycott products that are made in toxic work environments - it's going to be the vast majority of games. That's just how the industry is and boycotting isn't going to solve that.
Oh, and side note: People lie. Or exaggerate. Or downplay. I have had other developers in my own studio during crunch claim to not be crunching because we were only working 60-70 hours a week. Because their last studio worked 80+ during crunch. So this isn't crunch. Because we're in some toxic environment Olympics and shit ain't as bad as the worst experience I've ever had so...
Or, my personal favorite, when "We don't have crunch" actually means "We don't have mandatory crunch". Let me tell you about 'voluntary overtime'. It ain't voluntary. There are always punishments for not 'volunteering' to work extra hours during 'not crunch'. Either you start getting bad performance reviews from your bosses because it 'doesn't seem like you are putting in the extra effort'. Or you get left off emails or meetings out of spite. Or you get reassigned to some other part of the project that is less prestigious or more rudimentary, grunt work. Or you just straight up get demoted or fired. And what quickly happens is that you are bullied into either crunching (but 'not crunching') or pushed out of the company.
There are a lot of developers willing to publicly tow the company line that they 'don't crunch' because it's voluntary. Or their work environment isn't toxic because 'we have great benefits'. I have worked for some exceptionally shitty companies and every single one had developers willing to go in front of the media and proclaim just how awesome the studio and work environment were.
2) Boycotting punishes developers more than publishers.
I've seen countless players (and the media) claim to be fighting the industry's business practices - be it loot boxes, microtransactions, crunch, storefront exclusivity, whatever - by either boycotting products or giving poor reviews. And somehow this will show those in control of these products (publishers) that their ways are wrong. It doesn't. The people at the top of most of these companies are... fucking insane. There's probably more appropriate word to describe their behavior but I don't know what it is. There's no introspection going on when something with the game doesn't pan out. Bad reviews don't make studio heads and publishers think "Oh, geez, maybe it was the bullshit monetization we did that tanked the product!"
What happens is - excuses get made that are almost universally laid on the development team. YOU didn't implement our vision properly. YOU didn't work hard enough on these features. YOU didn't do enough crunch. YOU missed this milestone and that's why our game bombed.
Bonuses are withheld, developers are laid off, benefits at the studio are slashed.
This shit don't work.
Oh, by the way, one thing about this I want to highlight: Bonuses in the game industry.
Base salary at a lot of game studios is actually pretty low. I know every time the Game Developer Salary survey (or something similar) comes out and people look and see "OMG, devs make $90k a year!". Yeah, most of those are reporting ALL income - including bonuses. Bonuses are a HUGE portion of overall income for some developers. I have seen developers earn anywhere from 10%-100% of their yearly salary in a launch bonus. So, sure, I may have made $120k this year, but half of that was from the launch bonus.
But then the game gets bad sales for whatever reason. Or bad reviews. Well, my bonus was tied to a combination of metacritic score and sales benchmarks. And now I get nothing. The studio head still walks away with a six figure bonus. The publisher executives get paid 10x my salary regardless. The only person actually feeling any financial punishment are the developers.
So, buy whatever the hell you want. While developers probably appreciate the gesture, you aren't actually fixing any problems - and you might actually be actively hurting the people you are trying to stand up for.
Edit: Another reason talking about this is so damn hard is that even within the same studio, different jobs can have wildly different contracts and experiences. My experiences have been as a full time systems designer. I know other developers - especially artists - under contract rather than full time will not have the same issues with bonuses or even the same experiences with crunch. Sometimes one department will be working 80+ hours a week while another department, with different management, deadlines, etc., will be working 40 hours. One developer claiming bonuses matter while another claims they don't are not actually disagreeing - they just don't have the same work contract details. Just as one developer claiming they're not working crunch doesn't necessarily mean no one in the entire studio is, or vice versa.
It's just another player adding to those engagement numbers. X million players, x number of bullets shot. And you can bet your bottom dollar, if the game is super good, it'll all be forgotten about.Hell even the argument that buying used = lost sale doesn't hold up.
Player A gets TLOU2, decides to sell for whatever reason.
Player B decides to stick it to Sony by buying TLOU2 used.
Sony's POV: they just replaced the sale of Player A with Player B. Player A's money is now Player B's money. So what exactly did they lose?
Ergo, people are being incredibly stupid whenever they suggest a boycott and then openly admit that they will buy used.
Voting with your wallet does nothing if there isn't a message to go along with it. There are any number of reasons people could have in not buying a game. Waiting for a price drop, timing, hell, even the Coronavirus is going to affect sales for the audience that doesn't feel okay about going digital. The vagueness of not buying a thing gives them open-ended excuses for why something (even as guaranteed a success as TLOU2) didn't sell as well aThis is easy to support. Voting with your wallet is like the easiest form of protest one can do.
This thread exactly serves that purpose. Developers in the industry are part of the forums and other are probably reading too.Voting with your wallet does nothing if there isn't a message to go along with it. There are any number of reasons people could have in not buying a game. Waiting for a price drop, timing, hell, even the Coronavirus is going to affect sales for the audience that doesn't feel okay about going digital. The vagueness of not buying a thing gives them open-ended excuses for why something (even as guaranteed a success as TLOU2) didn't sell as well a
But directly messaging ND, stating you are holding off on buying the game unless they take positive actions to correcting their studio culture, that atleast instills some measure of responsibility that they can respond to.
Just making it clear. Message them on Twitter etc. where they can quantify the negative reaction vs. an easily ignorable Era thread.This thread exactly serves that purpose. Developers in the industry are part of the forums and other are probably reading too.
Twitter accounts probably get bombarded with disrespectful and vulgar messages by petty fanboys because the world can't see them. Just recently Jason Schreier tweeted about platform fanboys sending hateful messages to him over one of his tweets. This is out in the open and in a relatively more civilized manner.Just making it clear. Message them on Twitter etc. where they can quantify the negative reaction vs. an easily ignorable Era thread.
You can be civilized on Twitter, even when many choose not to. I'm not saying harass their employees, but put your messaging where they have to see it.Twitter accounts probably get bombarded with disrespectful and vulgar messages by petty fanboys because the world can't see them. Just recently Jason Schreier tweeted about platform fanboys sending hateful messages to him over one of his tweets. This is out in the open and in a relatively more civilized manner.
I'm just gonna buy it used or borrow it from one of my friends. Not sure I wanna support this. I'm no longer a child who can blissfully ignore stuff like this when the evidence is there and ND is not responding to comment. Unless they can come forward and prove this is all false
I'm happy and fine with my decision. And it's better than ND getting my money for their practices. The game was always a day one for me but I can wait now if they aren't gonna confront the issuewhat message are you sending that you don't want to support it, and yet, you're okay with lending or buying it second-hand? All because you can't deal with not having to play it.
A misguided one. That's for sure.
So, ex-AAA dev here with some feedback for those that actually want to change crunch practices.
1) Almost everyone crunches.
Most studios, especially in AAA, have crunch. In fact, out of the four different publishers I have worked for, every single one expected ALL studios under them to crunch to hit milestones/deadlines. And studios oblige because you don't want to lose incentives, bonuses, funding, or support staff. The list of studios who don't crunch - the list of products that are made 'crunch-free' is going to be unbelievably small if you are looking at AAA products. So if you plan to boycott products that are made in toxic work environments - it's going to be the vast majority of games. That's just how the industry is and boycotting isn't going to solve that.
Oh, and side note: People lie. Or exaggerate. Or downplay. I have had other developers in my own studio during crunch claim to not be crunching because we were only working 60-70 hours a week. Because their last studio worked 80+ during crunch. So this isn't crunch. Because we're in some toxic environment Olympics and shit ain't as bad as the worst experience I've ever had so...
Or, my personal favorite, when "We don't have crunch" actually means "We don't have mandatory crunch". Let me tell you about 'voluntary overtime'. It ain't voluntary. There are always punishments for not 'volunteering' to work extra hours during 'not crunch'. Either you start getting bad performance reviews from your bosses because it 'doesn't seem like you are putting in the extra effort'. Or you get left off emails or meetings out of spite. Or you get reassigned to some other part of the project that is less prestigious or more rudimentary, grunt work. Or you just straight up get demoted or fired. And what quickly happens is that you are bullied into either crunching (but 'not crunching') or pushed out of the company.
There are a lot of developers willing to publicly tow the company line that they 'don't crunch' because it's voluntary. Or their work environment isn't toxic because 'we have great benefits'. I have worked for some exceptionally shitty companies and every single one had developers willing to go in front of the media and proclaim just how awesome the studio and work environment were.
2) Boycotting punishes developers more than publishers.
I've seen countless players (and the media) claim to be fighting the industry's business practices - be it loot boxes, microtransactions, crunch, storefront exclusivity, whatever - by either boycotting products or giving poor reviews. And somehow this will show those in control of these products (publishers) that their ways are wrong. It doesn't. The people at the top of most of these companies are... fucking insane. There's probably more appropriate word to describe their behavior but I don't know what it is. There's no introspection going on when something with the game doesn't pan out. Bad reviews don't make studio heads and publishers think "Oh, geez, maybe it was the bullshit monetization we did that tanked the product!"
What happens is - excuses get made that are almost universally laid on the development team. YOU didn't implement our vision properly. YOU didn't work hard enough on these features. YOU didn't do enough crunch. YOU missed this milestone and that's why our game bombed.
Bonuses are withheld, developers are laid off, benefits at the studio are slashed.
This shit don't work.
Oh, by the way, one thing about this I want to highlight: Bonuses in the game industry.
Base salary at a lot of game studios is actually pretty low. I know every time the Game Developer Salary survey (or something similar) comes out and people look and see "OMG, devs make $90k a year!". Yeah, most of those are reporting ALL income - including bonuses. Bonuses are a HUGE portion of overall income for some developers. I have seen developers earn anywhere from 10%-100% of their yearly salary in a launch bonus. So, sure, I may have made $120k this year, but half of that was from the launch bonus.
But then the game gets bad sales for whatever reason. Or bad reviews. Well, my bonus was tied to a combination of metacritic score and sales benchmarks. And now I get nothing. The studio head still walks away with a six figure bonus. The publisher executives get paid 10x my salary regardless. The only person actually feeling any financial punishment are the developers.
So, buy whatever the hell you want. While developers probably appreciate the gesture, you aren't actually fixing any problems - and you might actually be actively hurting the people you are trying to stand up for.
Edit: Another reason talking about this is so damn hard is that even within the same studio, different jobs can have wildly different contracts and experiences. My experiences have been as a full time systems designer. I know other developers - especially artists - under contract rather than full time will not have the same issues with bonuses or even the same experiences with crunch. Sometimes one department will be working 80+ hours a week while another department, with different management, deadlines, etc., will be working 40 hours. One developer claiming bonuses matter while another claims they don't are not actually disagreeing - they just don't have the same work contract details. Just as one developer claiming they're not working crunch doesn't necessarily mean no one in the entire studio is, or vice versa.
Then they can leave.
This needs a threadmark. Fantastic post.So, ex-AAA dev here with some feedback for those that actually want to change crunch practices.
1) Almost everyone crunches.
Most studios, especially in AAA, have crunch. In fact, out of the four different publishers I have worked for, every single one expected ALL studios under them to crunch to hit milestones/deadlines. And studios oblige because you don't want to lose incentives, bonuses, funding, or support staff. The list of studios who don't crunch - the list of products that are made 'crunch-free' is going to be unbelievably small if you are looking at AAA products. So if you plan to boycott products that are made in toxic work environments - it's going to be the vast majority of games. That's just how the industry is and boycotting isn't going to solve that.
Oh, and side note: People lie. Or exaggerate. Or downplay. I have had other developers in my own studio during crunch claim to not be crunching because we were only working 60-70 hours a week. Because their last studio worked 80+ during crunch. So this isn't crunch. Because we're in some toxic environment Olympics and shit ain't as bad as the worst experience I've ever had so...
Or, my personal favorite, when "We don't have crunch" actually means "We don't have mandatory crunch". Let me tell you about 'voluntary overtime'. It ain't voluntary. There are always punishments for not 'volunteering' to work extra hours during 'not crunch'. Either you start getting bad performance reviews from your bosses because it 'doesn't seem like you are putting in the extra effort'. Or you get left off emails or meetings out of spite. Or you get reassigned to some other part of the project that is less prestigious or more rudimentary, grunt work. Or you just straight up get demoted or fired. And what quickly happens is that you are bullied into either crunching (but 'not crunching') or pushed out of the company.
There are a lot of developers willing to publicly tow the company line that they 'don't crunch' because it's voluntary. Or their work environment isn't toxic because 'we have great benefits'. I have worked for some exceptionally shitty companies and every single one had developers willing to go in front of the media and proclaim just how awesome the studio and work environment were.
2) Boycotting punishes developers more than publishers.
I've seen countless players (and the media) claim to be fighting the industry's business practices - be it loot boxes, microtransactions, crunch, storefront exclusivity, whatever - by either boycotting products or giving poor reviews. And somehow this will show those in control of these products (publishers) that their ways are wrong. It doesn't. The people at the top of most of these companies are... fucking insane. There's probably more appropriate word to describe their behavior but I don't know what it is. There's no introspection going on when something with the game doesn't pan out. Bad reviews don't make studio heads and publishers think "Oh, geez, maybe it was the bullshit monetization we did that tanked the product!"
What happens is - excuses get made that are almost universally laid on the development team. YOU didn't implement our vision properly. YOU didn't work hard enough on these features. YOU didn't do enough crunch. YOU missed this milestone and that's why our game bombed.
Bonuses are withheld, developers are laid off, benefits at the studio are slashed.
This shit don't work.
Oh, by the way, one thing about this I want to highlight: Bonuses in the game industry.
Base salary at a lot of game studios is actually pretty low. I know every time the Game Developer Salary survey (or something similar) comes out and people look and see "OMG, devs make $90k a year!". Yeah, most of those are reporting ALL income - including bonuses. Bonuses are a HUGE portion of overall income for some developers. I have seen developers earn anywhere from 10%-100% of their yearly salary in a launch bonus. So, sure, I may have made $120k this year, but half of that was from the launch bonus.
But then the game gets bad sales for whatever reason. Or bad reviews. Well, my bonus was tied to a combination of metacritic score and sales benchmarks. And now I get nothing. The studio head still walks away with a six figure bonus. The publisher executives get paid 10x my salary regardless. The only person actually feeling any financial punishment are the developers.
So, buy whatever the hell you want. While developers probably appreciate the gesture, you aren't actually fixing any problems - and you might actually be actively hurting the people you are trying to stand up for.
Edit: Another reason talking about this is so damn hard is that even within the same studio, different jobs can have wildly different contracts and experiences. My experiences have been as a full time systems designer. I know other developers - especially artists - under contract rather than full time will not have the same issues with bonuses or even the same experiences with crunch. Sometimes one department will be working 80+ hours a week while another department, with different management, deadlines, etc., will be working 40 hours. One developer claiming bonuses matter while another claims they don't are not actually disagreeing - they just don't have the same work contract details. Just as one developer claiming they're not working crunch doesn't necessarily mean no one in the entire studio is, or vice versa.