digoutyoursoul
Member
Long hours, trolled by dickhead fanboys, nitpickers, missing family.
Doesn't sound too good to be honest
Doesn't sound too good to be honest
Are you suggesting Bethesda were disappointed with their sales or that they're uniquely unambitious?
So two jobs then. Sounds awful.(disclaimer - I worked with Amy on Uncharted 3)
She also would be at the mo-cap stage on many days, and ND games have months of capture sessions for everything from cut scenes to set pieces to navigation mechanics. So imagine spending a full work day directing, improvising, and writing with actors on set, and *then* returning for all the email, reviews, meetings, planning, etc that you didn't get to while on set.
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.
Why do they need to sell as much as UC1 though? What I can infer from her sentence is that big budget games with only single player mode isn't viable in this day and age and both of the games I mentioned have high production values.
I fundamentally disagree with her statement that you can't make a 10-hr Uncharted with no frills.
I can't remember the last time someone told me they wanted multiplayer in Uncharted, as good or bad as the mode ultimately ended up being.
Crunch, again, is a huge industry problem not enough people talk about. It comes up once in a while and people have a little chat about it but that's not enough. There needs to be constant attention and a constant dialog if anything is ever going to change.
Relatively speaking, their budgets probably aren't are high but that doesn't make them not high budget in the general sense as the game themselves show it. Uncharted 1 cost like 20 million which is already on the lower end of the AAA budget scale.Their budget is much smaller then UC1, you can see that with their marketing budget.
Of course linear single player experience without multiplayer are still profitable, but not on the budget of games like UC1.
The only exception I can think of big budget linear single player game this generation is Wolfenstein The New Order. I don't think that's just a coincidence that this type of experience are getting rare on the AAA spectrum.
Why do they need to sell as much as UC1 though? What I can infer from her sentence is that big budget games with only single player mode isn't viable in this day and age and both of the games I mentioned have high production values.
That's partly a result of people wanting bigger and better graphics. I've always thought Nintendo's approach was the most sensible but people seem to lose their minds any time some rumor about the NX not being very powerful pops up, so obviously lots of people disagree.
A crazy amount of studios have closed up in the last 10 years and the decrease in new IPs this generation alone is staggering. 10 years from now there are going to be a handful of non-indie games left lol
Hell, for all the shade NeoGAF can throw about mobile gaming, because those companies tend to have more influence from the general-software side they also have tended to have better work balance than old-school gaming companies.
yes you can, in fact I beg of you to go back and do these games.
PLEASE stop the bloat madness, every fucking game I play these days overstays its welcome.
please more games like Resident Evil REmake and less "300 hours to complete 100% with a guide, 600 hours without it" open world games.
I actually disagree with this. It's certainly fulfilling from the creation of the game, but it's not financially rewarding doing so. From my experience, I feel software engineers in game development to be some of the smartest people in their field. The average game programmer is easily better than the average developer in another industry. I think it's a combination of it being a highly sought after industry which allows companies to only pick the best, and the complexity of the problems that are being solved. I say that even knowing other people in other industries at big companies in the Silicon Valley. These people could easily get a job doing software development at any non game company and make more money. You don't get into the game industry because of money; you do it because you love the work.
Pixar had to kill themselves to make Toy Story 2. They learned from that experience and changed for the better. Similarly, we are aiming to make our development practices sustainable going forwards.
Suffering in life is inevitable and we are all going to die some day. So life is really all about what you are choosing to let kill you. What suffering brings you greater long term happiness?
Some people suffer due to their families, others suffer due to lack of family. Some suffer due to their jobs, others suffer due to a lack of work. Some suffer from too much free time, others suffer from working 80 hours a week at Naughty Dog.
"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'm still heading for that path and going to have mine! I don't see anyone else out here making the moves so I got to be the one to change things and I can't live with never seeing my ideas coming into fruition.
No one else in the company could handle doing the first half or the second half of what you wrote down?
What are the turnover rates in this industry like, are dev's fully aware of the work load/ conditions prior to employment, and is the pay sustainable?
You're not answering my question. I mentioned two SP only games that have high production values and have sold well and even exceeded expectations which contradicts her statement. I admit that their budgets may possibly be on the lower end of the AAA scale but they're still AAA regardless but with the rising costs of everything these days I wouldn't be surprised if their budgets are similar to that of UC 1(20 million).Because this is a business, and the financial implications of an AAA title not hitting expectations is very real for the company and employees. And she's right, the largest games in the world are all multiplayer, so single-player only titles are much more risky. See: Every Uncharted after 1.
Relatively speaking, their budgets probably aren't are high but that doesn't make them not high budget in the general sense as the game themselves show it. Uncharted 1 cost like 20 million which is already on the lower end of the AAA budget scale.
You're not answering my question. I mentioned two SP only games that have high production values and have sold well and even exceeded expectations which contradicts her statement. I admit that their budgets may possibly be on the lower end of the AAA scale but they're still AAA regardless but with the rising costs of everything these days I wouldn't be surprised if their budgets are similar to that of UC 1(20 million).
Uncharted 1 cost 20 million a decade ago, budget expended between then and don't represent the same thing now.
I'm sure it was quite a lot at the time.
I think it was a low number even for that time.
You're not answering my question. I mentioned two SP only games that have high production values and have sold well and even exceeded expectations which contradicts her statement. I admit that their budgets may possibly be on the lower end of the AAA scale but they're still AAA regardless but with the rising costs of everything these days I wouldn't be surprised if their budgets are similar to that of UC 1(20 million).
Squeenix developers are probably sleeping under their desks trying to finish FF XV as we speak. The question is how many angry fanboys you want vs overworked employees.The industry needs to fix its toxic work culture.
Squeenix developers are probably sleeping under their desks trying to finish FF XV as we speak. The question is how many angry fanboys you want vs overworked employees.
It was pretty high for the time. At least not on the lower scale.
People need to understand why Naughty Dog can pull off what they pull off. Majority of it is talent, but I've heard they crunch hard. I'm sure this is the case for a lot of other developers too.
I've seen a couple of people saying this isn't a consumer problem, but of course it is. The game you're buying is being made by broken, burned out people, and you wonder why it's bug ridden and devoid of originality? Because consumers demand constantly new experiences, publishers push developers into unreasonable schedules, and keep doing it, until those people are so blasted from crunch that they lose all sense of perspective and produce games that we then have to suffer through. The schedules are directly responsible for garbage like day one patches and bugs lingering forever because teams are already crunching for the next project.
For purely selfish reasons, gamers should demand more reasonable working hours for developers, because unhappy, tired, emotionally distraught people make shitty products.
I've seen a couple of people saying this isn't a consumer problem, but of course it is. The game you're buying is being made by broken, burned out people, and you wonder why it's bug ridden and devoid of originality? Because consumers demand constantly new experiences, publishers push developers into unreasonable schedules, and keep doing it, until those people are so blasted from crunch that they lose all sense of perspective and produce games that we then have to suffer through. The schedules are directly responsible for garbage like day one patches and bugs lingering forever because teams are already crunching for the next project.
For purely selfish reasons, gamers should demand more reasonable working hours for developers, because unhappy, tired, emotionally distraught people make shitty products.
Could you imagine putting in all of that time and effort only to have gamers whine and complain about the finished product? I'd want to kill my customers.
The moment I am working 12 hours a day and 7 days a week, I will be actively looking for another job (if I have time :-/)...
Possibly, but still super cheaper compared to games like God Of War, Heavy Rain, and Gran Turismo 5 that released just a few years later.
I'm shocked at how cheap Gears Of War 1 and 2 were to make.
Ultimately, what made you decide to take the leap?
Basically, once I started looking at different companies in Europe, I found that a lot of them didnt make the kind of games I wanted to work on there were a lot of sports games, handhelds games, that sort of thing. And I definitely wanted to work at a triple-A studio, because thats the quality level Id worked so hard to achieve. Guerrilla was a good match for my portfolio. Id been working on the PlayStation platform for many years already, so the transition was easy for me.
What is Amsterdam like?
Its a really expat-friendly city. Amsterdam is like a mix between Seattle and New York, where you have the manageable size of Seattle and the forthright energy of New York. Its also a great hub for traveling, with quick and inexpensive connections to the rest of Europe. In general, I like the work/life balance in the Netherlands you actually have free time to do things. And everyone here can speak English, so that helps a lot.
...
In general, whats the atmosphere at Guerrilla like?
I feel like its pretty laid-back compared to the situation in the US, which is usually very hierarchical. Here its more about how everyone has their own role, rather than a position above or below you. It makes things a lot more comfortable for everyone, especially when offering suggestions or constructive criticism.
Why do they need to sell as much as UC1 though?
I can't remember the last time someone told me they wanted multiplayer in Uncharted
Consumers make all kinds of crazy demands in every industry, though, and not all industries are completely toxic.Because consumers demand constantly new experiences...
I work 80 hrs a week but that's not abnormal for my profession plus I probably get way more money and benefits than a developer of a videogameI don't get it. I realize some overtime is sometimes needed but 80 hours a week every week? Why not just hire another person and split the workload at that point? Crazy hours like that sound mega expensive on top of everything else that comes with it.
Could you imagine putting in all of that time and effort only to have gamers whine and complain about the finished product? I'd want to kill my customers.
That said, the financial rewards depend on the success of the title.
These high production value games don't come out of thin air.
They come at huge sacrifices and this was a 1st party company, which has looser deadlines.
Gamers want better graphics and realism--that comes at a price.
For purely selfish reasons, gamers should demand more reasonable working hours for developers, because unhappy, tired, emotionally distraught people make shitty products.
Defense Force for everything.
I respectfully disagree.I've seen a couple of people saying this isn't a consumer problem, but of course it is. The game you're buying is being made by broken, burned out people, and you wonder why it's bug ridden and devoid of originality? Because consumers demand constantly new experiences, publishers push developers into unreasonable schedules, and keep doing it, until those people are so blasted from crunch that they lose all sense of perspective and produce games that we then have to suffer through. The schedules are directly responsible for garbage like day one patches and bugs lingering forever because teams are already crunching for the next project.
80+ wtf
I feel homicidal after working over 40.
I love my craft too. I love my kids more.It helps when you love your craft.
For purely selfish reasons, gamers should demand more reasonable working hours for developers, because unhappy, tired, emotionally distraught people make shitty products.
The vast majority of gamers are also not the problem though. They buy a game like No Man's Sky and are perfectly happy with the experience.OléGunner;219359426 said:I don't see how this will ever happen as the vast majority of gamers are mainstream folks who don't read message boards, websites etc.
These guys don't know the sacrifices that are put into their favourite games nor care for that matter and they make up the most revenue for AAA games.
Such a shame.