Crunch Tactics a Symptom of a Larger Problem? 63
An anonymous reader writes "One of the brave few: hot on the heels of the recent lawsuit filed against Vivendi Universal for back wages due to a developer who was allegedly asked to alter his timecard, Rob Fahey of gamesindustry.biz
has taken the bold step of taking the position that the insane hours game developers are routinely asked to work are might not be in the industry's best interest, and in fact might be less profitable than planning projects well."
It's like this for any programming project. (Score:5, Interesting)
Already addressed; Solution proposed (Score:5, Interesting)
Anyway, this was brought up at the June Dallas IGDA meeting. Several producers discussed ways that they avoid crunch time. Tom Mustaine, a friend of mine, told about how he schedules three-day workweeks (!). While sounding totally insane, when crunch time rolls around, they just go to a normal five-day work week and finish what they need without killing themselves.
There's also much to be said for the effect on quality when quantity of hours are worked. In short, the longer you continually work, the more mistakes are made. What happens is that sometimes you lose more time fixing those mistakes than instead just going home and getting enough rest.
The game industry is finally coming to terms that the long work hours caused by inadequate planning and management is driving away many talented workers and programmers.
Wrong (Score:5, Interesting)
The first and foremost reason a game company fails is that it failed to release its first game. This is often due to poor planning (business, game design, project management), and secondly to lack of resources/talent.
The second reason a game company fails is because it releases a bad product. This can be a product that's very unfinished (rushed out), very bug ridden, or just not what game players want.
Crunches usually happen because of external influences - trying to meet Christmas retail season, trying to get a playable demo ready for E3, or trying to meet a publisher deadline for a milestone.
Anyway, game developers I've worked with were usually as committed to their game development as they were to their spouses (those who were married), or sometimes more. They _want_ to get it done. It's not simply a boss behind them cracking a whip.
Yes about time (Score:5, Interesting)
Don't mistake this for crunch-time (Score:3, Interesting)
The big game publishers are reaching the point big music publishers reached about a decade or so back with music: their very presence hurts the overall industry due to their pump-em-out-n-release-an-expansion attitude, EA especially. Perhaps it is nearing a time where like-minded people need to stop buying games and their expansion packs from companies such as EA, Vivendi, etc. Now that it has become as popular as its music & movie siblings, we can expect more and more re-releases of games redone for new engines & systems, more (potentially crappy) sequels, and more branding (street fighter, resident evil, etc).
Game industry is the new record industry (Score:3, Interesting)
Could apply to the music business or the game business. It's the conglomerates(sp?) utopia.
Re:It's like this for any programming project. (Score:2, Interesting)
-- Formula invented by the English political analyst Cyril Northcote Parkinson, which states that 'work expands so as to fill the time available for its completion'.
I hate the games:movies analogy, but (Score:3, Interesting)
What's interesting is that the movie biz is heavily unionized, so the movie studios can't really take advantage of the impulse to hire cheap labor and work them to death.
In response to that, the movie studios have had to develop project management down to a fine art, because that's the only way they had to cut labor costs. It has the pleasant side-effect of making it more cost-effective to hire talented workers and treat them well.
Things will only get better for game programmers when the gaming companies can organize their projects as well as the studios do. What will be interesting to see is what it takes to make that happen. Inefficient companies going out of business, and successful ones leading by example? Or external pressures from workers suing or organizing themselves? I'd believe either.