Unfortunately, it's not an uncommon policy.This has to be one of the most disgusting policies I have seen in a long time.
How on earth did you get that impression? Many moves change aspect ratios per scene / imax. You think R* directors have no idea what they are doing? Lmao arm chair develops now we have arm chair game directors.
One common fear at Rockstar is that if you leave during a game's production, your name won't be in the credits, no matter how much work you put in. Several former Rockstar employees lamented this fact, and Rockstar confirmed it when I asked. "That has been a consistent policy because we have always felt that we want the team to get to the finish line," said Jennifer Kolbe. "And so a very long time ago, we decided that if you didn't actually finish the game, then you wouldn't be in the credits."
"There'd be Saturdays that I'd go there with nothing to do," said one. "I'd sit in the office for six to eight hours just in case Sam or Dan was there, so they could see me. It was always dictated to me about my bonus. It was never about working, it was always about, you want that good bonus so you need Dan and Sam to see you sitting there."
Said another: "The stories you've heard about people coming in to be visible for the Housers (more frequently Dan than Sam) are 100% true. Earlier this week, I had a coworker tell me completely unprompted that he was often asked to come in on weekends so Dan could see people in the office. I myself have been told at least once to walk a lap around the floor on an otherwise slow Saturday so that he could see there were people around."
This is something that doesn't surprise me.The tale of Red Dead Redemption 2's development is complicated and sometimes contradictory. For some people at Rockstar, it was a satisfying project, an ambitious game that took reasonable hours and far less crunch than the company's previous games. Many current employees say they're happy to work at Rockstar and love being able to help make some of the best games in the world. Others described Red Dead 2 as a difficult experience, one that cost them friendships, family time, and mental health. Nobody interviewed said they had worked 100-hour weeks—that would equate to seven 14-hour days—but many said their average weekly hours came close to 55 or 60, which would make for six 10-hour days. Most current and former Rockstar employees said they had been asked or felt compelled to work nights and weekends. Some were on hourly contracts and got paid for overtime, but many were salaried and did not receive any compensation for their extra hours. Those who are still at the company hope that their 2018 bonuses—expected to be significant if Red Dead 2 does well—will help make up for that.
Many of the most harrowing stories shared by current and former employees—anecdotes of damaged relationships, mental breakdowns, and heavy drinking at work—were impossible to print without risking that the individuals involved might be identified. Given Rockstar's complex non-disclosure agreements and possible repercussions for violating them, we erred on the side of being as cautious as possible in this piece, which meant leaving out some of the roughest details we'd heard.
I think it absolutely depends on the field. I was raising an eyebrow at the idea that 55-60 hours average is not outside the norm for most companies. It sounded anecdotal or guessing rather than a fact based on actual data.I guess it depends on the field. Most people I know wither work in healthcare, finance, or advertisement and I would say 90% of them have 55+ hour weeks. I work in a hospital and 60+ hour weeks are the norm. I used to work 80 to sometimes 100 hours when I was in residency. It is not ideal but I get paid for overtime and it is what it is.
Ah now they aren't just clueless but also idiots. Nice. You've really sold that argument that the highest rated dev team and best selling developer is led by a bunch of "clueless idiots".
50-60 hours is not out of the ordinary, and no where close to the 100 hours previously reported."This isn't crunch that came in a burst of a few weeks—it's crunch that, those employees say, has lasted for months or even years."
sounds about right considering what we knew from previous games
50-60 hours is not out of the ordinary, and no where close to the 100 hours previously reported.
That is some cult "I am not being held against my will " bullshit"What followed was one of the strangest interview experiences I've ever had. Rockstar's head of PR and communications, Simon Ramsey, sat with me at a table in a fourth-floor conference room. Ramsey said we'd be video-chatting with staff from all across the world, and after some brief technical issues, we were faced with two boxes on a screen. In one box, on the left, two employees sat on a couch at Rockstar New England. In another box, on the right, three Rockstar North employees also sat on a couch. They all wore casual clothes, some adorned with Red Dead Redemption logos and slogans. We exchanged quick introductions, and then I was given free rein to interview them about their work-life balances and crunch experiences. All five of them. At once."
"After one of these calls, Ramsey turned to me and asked what I thought so far. I told him that I believed these stories but was skeptical that anyone could be transparent under interview circumstances like this. He seemed surprised."
50-60 hours is not out of the ordinary, and no where close to the 100 hours previously reported.
My SO worked 12 hour shifts as a nurse, but that was only 3 days a week.
50-60 hours is not out of the ordinary, and no where close to the 100 hours previously reported.
50-60 hours is not out of the ordinary, and no where close to the 100 hours previously reported.
"Now, I have heard from some friends that are still working there that some improvements have been made, but Dan's statement about crunch being optional is ridiculous. It is optional if you want to lose your job or never move forward in your career."
"Ultimately, the job is a good job," said one former tester. "And Rockstar is a good company to work for. When it's not crunch, it's not a bad place at all. The money's alright, there's a bonus at the end of the year. It's just that crunch practically kills people."
It's difficult to gauge whether someone's being completely candid about their work experiences when they're on a video chat with a group of their co-workers, a journalist, and the company's head of PR. Still, the 12 employees who spoke to me on these calls offered perspectives that are worth sharing, much like those who publicly tweeted about their experiences.
50-60 hours is not out of the ordinary, and no where close to the 100 hours previously reported.
Others said they still had it rough, however. Three people who worked at Rockstar San Diego between 2011 and 2016 recall a period where they were told that overtime wasn't optional. "It was mandatory 80 hours for basically the whole studio," said one person who was there. "If you don't have any work to do on Red Dead 2, just test GTA V for another eight hours." Said a second: "Maybe they didn't tell anyone 100 hours, but they definitely told us 80. Concept artists were sitting there being glorified QA."
Many of the most harrowing stories shared by current and former employees—anecdotes of damaged relationships, mental breakdowns, and heavy drinking at work—were impossible to print without risking that the individuals involved might be identified. Given Rockstar's complex non-disclosure agreements and possible repercussions for violating them, we erred on the side of being as cautious as possible in this piece, which meant leaving out some of the roughest details we'd heard.
This is just insane. People coming in on weekends just to look good for the boss."There'd be Saturdays that I'd go there with nothing to do," said one. "I'd sit in the office for six to eight hours just in case Sam or Dan was there, so they could see me. It was always dictated to me about my bonus. It was never about working, it was always about, you want that good bonus so you need Dan and Sam to see you sitting there."
Said another: "The stories you've heard about people coming in to be visible for the Housers (more frequently Dan than Sam) are 100% true. Earlier this week, I had a coworker tell me completely unprompted that he was often asked to come in on weekends so Dan could see people in the office. I myself have been told at least once to walk a lap around the floor on an otherwise slow Saturday so that he could see there were people around."
Yea nothing wrong with working 10 hours 6 days a week for an entire year, nothing at all.
It IS out of the ordinary to do 60hours weeks for YEARS. It'd be illegal if it was in a proper country with real worker protection.
How can people fucking defend this
Said another: "The stories you've heard about people coming in to be visible for the Housers (more frequently Dan than Sam) are 100% true. Earlier this week, I had a coworker tell me completely unprompted that he was often asked to come in on weekends so Dan could see people in the office. I myself have been told at least once to walk a lap around the floor on an otherwise slow Saturday so that he could see there were people around.
Yeah, this is absolutely fucked.
Yeah it's "only" 50-60 hours a week for years, as well as a general toxic work environment. Everything is fine you guys!50-60 hours is not out of the ordinary, and no where close to the 100 hours previously reported.
You bring up a good point, but honestly. The game will do well. The people who care enough to boycott won't make a dent. But what we can do as make noise. Make it a conversation that persists after the game has launched. Rocktstar will definitely be evaluating how they deal with their work culture going forwards because of this.I'm only halfway through the piece (it's incredibly long. Amazing work by schreier again) but all of this brings forth a dilemma to me. Do you not buy the game to protest these conditions? It sounds like an easy yes but the article states that a lot of the salaried employees are hoping for bonuses that are hinged on the game selling well because they don't get compensated for overtime work.
This whole thing is such a clusterfuck result of no unions and no regulations by governments.
Surprise.Although Rockstar explicitly told employees not to "sugarcoat" any of their stories, outside observers were skeptical that anyone would publicly trash their current employer. Indeed, when I spoke to some of those who tweeted, some who responded said they had been honest but may have left out some parts of their stories—and that they were hoping that this month's events might lead to change for those Rockstar staff in departments that had it rougher.
It reads like how R Kelly would set up and interview with his "girlfriends"That is some cult "I am not being held against my will " bullshit
OPTIONAL crunch, you see.