I dunno, probably a handful. My point is that you don't have to create a AAA monstrosity in order to make a good game these days. Crunch is symptom of greed and poor planning.
So just greed and poor planning huh.
I dunno, probably a handful. My point is that you don't have to create a AAA monstrosity in order to make a good game these days. Crunch is symptom of greed and poor planning.
And you're wrong to do it. Unless 'relatively crunch free' means 90 hour workweeks instead of 100, but reality is if they're happy about it it's probably SIGNIFICANTLY less.I agree. That's what I'm making fun of...bragging about being "grey" lol
I mean, it's a journalist who is saying he knows a few people who told him Insomniac isn't as bad as Naughty Dog and Rockstar...not something to start jumping up and down and patting on the back about, imo
It's comparing people to people. The games themselves don't matter - yes AAA games take more manhours than indies, but that doesn't mean the answer is to crunch your people harder, it means to make your procedures better and hire more and increase dev time.Totally different scale of games, depth, number of systems within the engine. This is comparing apples to oranges.
I honestly wonder how Japan is with regards to this. Would be curious to see the work hours for, say, BotW
Team size and budget have a lot to do with it. That can be said about any industry.And you're wrong to do it. Unless 'relatively crunch free' means 90 hour workweeks instead of 100, but reality is if they're happy about it it's probably SIGNIFICANTLY less.
It's comparing people to people. The games themselves don't matter - yes AAA games take more manhours than indies, but that doesn't mean the answer is to crunch your people harder, it means to make your procedures better and hire more and increase dev time.
Having known many people who have and currently do work at EA Tiburon, I promise you that this is not true. The ones that still work there do say they've been "trying to make things better", but it is definitely a crunch heavy developer.
Intelligent Systems has a schedule in their site as well:
https://www.intsys.co.jp/recruit/oneday/
Work starts at: 10 AM
Lunch at: 12AM
Work ends at: 19PM
--
Good Feel isn't as close to Nintendo as HAL/MonolithSoft/IntSys, but just for reference, here's their official working hours for most positions:
http://www.good-feel.co.jp/recruit/career/programer/
Start: 9:30am
End: 18:15pm
Not sure why being owned has anything to do with it. You work for someone, they pay you, they're the ones demanding the absurd hours or not.Why are we talking about insomniac? They aren't owned by a big publisher. Just hired. We would need to look at 343 or Sony want a Monica or naughty dog etc.
Plus Spider-Man didn't have crunch because they just copied and pasted the side content.. /s :)
Oh wow, I know what games I'm playing next.
Devs that treat their employees righT should be rewarded.
TIL: Games made by small devs and released digitally to little fan fare have 0 crunch.
I'm Shocked I say.. Shocked.
It's not even that it's a cost saving measure - it inevitably costs MORE to crunch, it's just a result of mismanagement pure and simple.Just to be absolutely clear- if AAA can't survive without crunch, then nothing of value would be lost if crunch disappeared. People are more important than games.
Your perspective is incredibly privileged, if you think 9-5 or 9-6 with 1+ hour for lunch is "awful".
Most the people here are all talk and just like to grandstand.So you are gonna play these games just for that, and for quality or, I dunno, funfactor?
Not sure why being owned has anything to do with it. You work for someone, they pay you, they're the ones demanding the absurd hours or not.
And from my perspective those work hours are awful. You don't have time to do things before or after work hours. If your kids are young you would still barely see them. And that is without counting commute time. But I guess that I am used to wake up early and be done with work by 15:00-16:00.
It's like they've never bothered to do productivity analysis studies or listen to anyone else in the worlds studies on it. Because the appearance and culture around it is just so damn inflexible.
So HL:E1, HL:E2, Portal 1,Portal 2, L4D1, L4D2, and CS:GO all seem to have had a reasonable schedule.
Um, you LITERALLY control the money either way, and from an employee perspective whether the person at the top is getting pressure from Sony or not is irrelevant. It's entirely a studio culture issue, whether Sony doesn't give you enough time or whether the studio signs a contract that is too strict for what their goals are, it's all about being realistic in expectations.It has everything to do with it. Imagine I am paying you for a job and there's a contract in place. I then start demanding ridiculous requests and you just say "that's not how we work"
Now imagine that I own your company and there's a deadline that I want to hit. I can apply a lot more pressure. I don't need to give examples of what could be said but I'm sure you can think up a few scenarios.
If you don't think there's a difference I'd say you should look into it a little more.
The only way I could apply pressure if I was hiring you to do a job as s third party is if you were consistently breaking contract terms and missing key dates etc.
Your perspective is incredibly privileged, if you think 9-5 or 9-6 with 1+ hour for lunch is "awful".
Whaaa? That kind of work hours is the norm here too (Indonesia), I never felt like I am overworked (I started at 8 AM, one hour break from 12 noon to 1 PM, and go back home at 5 PM).
LOL, they don't actually work those hours, homey. Those are the MINIMUM hours.And from my perspective those work hours are awful. You don't have time to do things before or after work hours. If your kids are young you would still barely see them. And that is without counting commute time. But I guess that I am used to wake up early and be done with work by 15:00-16:00.
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
Different culture. If you don't like the hours, look elsewhere or negotiate them.I was talking about 10:00-19:00 one. That is worst timeframe in my opinion. I work from 07:00-15:00.
So HL:E1, HL:E2, Portal 1,Portal 2, L4D1, L4D2, and CS:GO all seem to have had a reasonable schedule.
"The game I made with my friends had no crunch!" crosses arms with smug smile
Cool.
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).
Most the people here are all talk and just like to grandstand.
It is so sad to not see a single AAA project on that list.
Granted, there are tons of great indie games on there that I can recommend.
Naughty Dog did horrible crunches. Not sure about how development of TLOU 2 is though.Why are we talking about insomniac? They aren't owned by a big publisher. Just hired. We would need to look at 343 or Sony want a Monica or naughty dog etc.
Plus Spider-Man didn't have crunch because they just copied and pasted the side content.. /s :)
Naughty Dog did horrible crunches. Not sure about how development of TLOU 2 is though.