makes me feel better about moving almost entirely away from the AAA space in recent years
At least indie devs are crunching for themselves, and own the product they are crunching for.
AAA development seems like hell.
Actually that makes perfect sense. I don't buy anything if it doesn't meet my requirements.
A lack of empathy is a really bad trait, you know.
It's not just crunch. Its the culture 'around' crunch. Get any group of devs together for any small amount of time, and within minutes you will hear the conversation switch to them exchanging crunch horror stories. We exchange these stories as points of pride, when they really should be points of shame.
At least indie devs are crunching for themselves, and own the product they are crunching for.
AAA development seems like hell.
"Poor devs..."
Give me a fucking break. There's no need to feel sorry for these people. It was their own choice to work at AAA developer that is being whipped by a greedy publisher.
Want to avoid crunch? Make your own indie game. Problem solved.
Wow. It's called having some empathy"Poor devs..."
Give me a fucking break. There's no need to feel sorry for these people. It was their own choice to work at AAA developer that is being whipped by a greedy publisher.
Want to avoid crunch? Make your own indie game. Problem solved.
I really do wonder sometimes what motivates AAA developers.
All that effort for alright pay and being listed as the fourth member of the UI design team.
I really do wonder sometimes what motivates AAA developers.
All that effort for alright pay and being listed as the fourth member of the UI design team.
This isnt just Crunch. She said this is on average.
There is definitely this weird attitude in software development firms where if you arent working crazy 50-60+ hours a week you are looked down upon by other folks. Basically, working weekends and 60 hour+ weeks has become the norm.
It has nothing to do with crunch. On crunch its even worse, but this is the attitude perpetuated by software programmers and engineers. they have fucked themselves.
Cool. While you're adding to those requirements, more and more manhours will be spent to check off every box in that list and this cycle will continue where devs work more and more hours.
That last sentence of yours is the reason why dev hours will just keep on increasing.
"Poor devs..."
Give me a fucking break. There's no need to feel sorry for these people. It was their own choice to work at AAA developer that is being whipped by a greedy publisher.
Want to avoid crunch? Make your own indie game. Problem solved.
Trying to create a union pretty much guarantee's you lose your job in most cases. The company will just say "Hey you don't want to work in these conditions, we will just find someone who will". It is the sad reality unfortunately.
If she's in a leadership role, wasn't she part of the problem technically?
The reason dev hours keep increasing is because of shitty management and unrealistic timelines... trying to shift the blame to consumers for having standards is ridiculous.
BE AN INDIE DEV HE SAYS!
I'm a dev - i've worked both triple A & indie; I have friends who are both triple A & indie. This is the most ignorant-ass shit I have ever heard. Understand 1 thing - indie devs work just as hard & as long as triple-A devs.
There is no need to feel sorry for these people? Its shit like this that tempts me to just give it all up & leave. Cause ultimately, the myriad of sacrifices I have seen in development by people in their own lives is not worth it, cause the 'fanbase' doesn't give a FUCK about what you & yours will go through to give them the quality they want & feel they deserve.
I know friends who sacrificed multi-year relationships to ship titles this fall. Others who have been crunching over 60+ hours for the last year, through the holidays. Some who haven't had enough personal time to go out on a date in years. And through it all, they do it for the fans, they tell themselves. The same ones who sit here & have zero sympathy for the encouraged corporate culture that continues to oppress them.
If she's in a leadership role, wasn't she part of the problem technically?
Crunch is always part of the cycle, so this isn't surprising. I wonder though how much of it she enjoyed. There are definitely people out there that would love to do that amount of work if it was something they absolutely loved and woke up for.
Personally, I don't think any job is worth it as my last boss said, your job won't be beside you on your deathbed.
Battlefront 2 is out next year. If you're interested in a campaign,EA Motive seems to be making one for it.
This is also an example of what I meant earlier. When EA wants a major feature added to a product, they can just grab an entire new studio and put it on the project instead of trying to lump all the pressure onto DICE because of economies of scale. Not everyone can.
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AAA needs to change. Right now everyone works themselves to the bone making games with dozens of hours of content that the vast majority of players never even touch.
Some of my favorite games ever are 16 bit games that are the length of a movie or shorter. This content bloat just spreads out the quality and dilutes the experience.
People shit all over companies like Valve, but they probably haven't had to crunch since Portal 2 something
The reason dev hours keep increasing is because of shitty management and unrealistic timelines... trying to shift the blame to consumers for having standards is ridiculous.
"Poor devs..."
Give me a fucking break. There's no need to feel sorry for these people. It was their own choice to work at AAA developer that is being whipped by a greedy publisher.
Want to avoid crunch? Make your own indie game. Problem solved.
AAA needs to change. Right now everyone works themselves to the bone making games with dozens of hours of content that the vast majority of players never even touch.
Some of my favorite games ever are 16 bit games that are the length of a movie or shorter. This content bloat just spreads out the quality and dilutes the experience.
The reason dev hours keep increasing is because of shitty management and unrealistic timelines... trying to shift the blame to consumers for having standards is ridiculous.
Really as a dev myself, sometimes its not even financial motivation but seeing users get immersed in worlds that you've created and get lost in. As a dev, when that sort of thing happens, it's literally one of the best feelings in the world.
They have a deep love for their craft, which makes them very easy to take advantage of.
Well Mogwai got his/her intended reaction then. Surely no-one is that stupid.
I still think their needs to be a greater effort from the press in not exclaiming "where is game X, it's been 2 years already....." as well as the PR cycles not announcing games so early that puts the studios under extra pressure earlier.
And yes, ultimately, it's down to those publishing and running the studios to try and change the working practices around so that the situations in the OP don't carry on being the norm.
Yes, it's ultimately a conflict between dev/pub and gamer/consumer.Oh, I can blame the shit out of consumers. Consider the storm of tantrums from gamer man-babies any time a game gets delayed, or doesn't have enough frames, or the thing someone was hoping would happen in the story doesn't happen, etc, etc. These people have a very real and evident power to actually ruin the lives of developers.
Why would you do this to yourself?
Work in another industry. I make network infrastructure code and leave every day at 3:30pm, never work overtime, and never work weekends.