uncleslappy
nethack is my favorite dark souls clone
And we have the nerve to jump on GAF and complain about frame drops.
I don't think the amount of money made even matters in these cases.
When I finished crunch at R* from doing basic QA I had £10k in the bank, mostly because I had no time to spend a large part of the money I earned, I also put on 3 stones in weight, had trouble sleeping and barely seen daylight for 3 months but as long as I got dat sweet money eh!
"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.
This is why we need AA games back, and everyone needs to stop complaining about replay value and length.
Just put out quality work.
Thats why i would support if games would cost 2 times as much. Consumers are greedy.. they want the best looking games but pay the same as previous generation.
games costing 2 times as much and in return publishers must make there employees work 2 times as less. So 40 hour work week.
They both have it shitty.
This isn't a pissing contest
I don't know how people endure this for multiple years. I don't know how the people responsible haven't been sued for instigating and virtually enforcing this practice either.
And we have the nerve to jump on GAF and complain about frame drops.
"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.
Yeah, no need to feel sorry for this people that want to pay their bills at the end of the month.
Why don't they go indie, as it's evident that every indie developer work just a little and is very successful.
Your comment is ignorant in so many levels that it almost feel like a parody.
Whew, never mention "union" in one of the big publishers offices.It sounds like this is a hard life to work. Could these employees unionize or something?
"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.
A delay has nothing to do with the quality of a game or port. Optimization woes does.You really have an either or here in GAF. There's gaffers in this thread sympathizing with devs then in the Mafia 3 thread, you have people cancelling pre-orders because the game has a 30 fps cap for PC.
Now, just think for a second as a dev how that feels.
haha oh manWant to avoid crunch? Make your own indie game. Problem solved.
They never left. They went to download only.
I don't mind shorter games, but you see posters complain at shorter games and equate length with value. It's ridiculous. What other art form have those qualifiers?
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.
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.
They both have it shitty.
This isn't a pissing contest
Mafia 1 2002 > Dev doing its job
Mafia 2 2010 > Dev doing its job +
Mafia 3 2016 > Lazy dev not doing its job
Nah the people with families and kids have it considerably worse.
Your the one making it that way. I'm just saying that it gets worse than this.
A delay has nothing to do with the quality of a game or port. Optimization woes does.
By that logic we have no right to criticize any game that isn't an asset flip on Steam. We can sympathize with working conditions and have standards, these things are not exclusive.
"They have it pretty easy, imagine the subsistence farmers in Nigeria."She has it pretty easy imagine the person with 2/3 kids making $40K/year doing that.
FIrst of all, nobody should be pre-ordering anyway.You really have an either or here in GAF. There's gaffers in this thread sympathizing with devs then in the Mafia 3 thread, you have people cancelling pre-orders because the game has a 30 fps cap for PC.
Now, just think for a second as a dev how that feels.
I would rather they not pull off what they pull off, if it means these sort of labour practices...
I would rather a 5 year dev cycle with happy workers, working decent hours than this....
That is just me....
Look, I'm not saying products should be immune to being criticized, but people just suddenly dropping a product because it suddenly doesn't hit a checkbox of "required" PC features just doesn't make sense to me.
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.It sounds like this is a hard life to work. Could these employees unionize or something?
A good way to handle this may be to have more days off inbetween. Like work two days get one iff. Work two get on off. Hire more staff but ease their hours so people get less burnt out. Retaining talent is hard especially in software.
"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.
This post is really stupid for many reasons, first and foremost being that you think indie devs don't crunch."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.
http://www.neogaf.com/forum/showthread.php?t=987962From another thread but lol
I took it as a parable of having to do yet another sequel.Wasn't Uncharted 4 about this?
These studies don't really factor in deadlines and client demands though, which is how the vast majority of jobs where crunch is necessary works. The nature of project-based work is that nothing you plan for actually really comes true. When you are trying to manage projects, you assume things, you assume how much time this is supposed to take, you assume this is what the clients want. What happens if the thing you thought was supposed to take 20 hours ends up taking 30 hours? Or 40 hours? This happens all the time. What happens if mid-way through the project your client requests something else? Well, you may as well throw away your schedule. What happens if you find fatal flaws in your code and you have to go all the way back to the drawing board? Happens more than you think.Working in a state of endless crunch has nothing to do with any of this, though, and manhours is a really poor metric. There's been study after study showing that working beyond 40-50 hours a week not only rapidly drops productivity, but ends up hurting projects as people make more mistakes the more tired, stressed, and sleep-deprived they get.
http://www.cnbc.com/2015/01/26/working-more-than-50-hours-makes-you-less-productive.html
http://www.economist.com/blogs/freeexchange/2014/12/working-hours
http://www.macleans.ca/work/trendswork/working-hard-hardly-working-our-problem-with-productivity/
More hours = more work is antiquated thinking that ends up hurting everyone involved. There may be short-term gain by working a few extra hours here and there but in the long-run everyone loses. Not enough businesses understand this.
I wonder how many hours those outsourced Chinese studio work.
I've always been a supporter of games being delayed. I don't care how long it takes, I would rather the developers get to spend as much time as they can making it perfect while also not being subject to a constant crunch. I mean, I have no issue with games being delayed for multiple years if that's what it takes. People should not be expected to work over 60 hours per week. The end-game crunch is somewhat understandable, and as an artist I can definitely say that I've experienced that awesome burst of energy and creativity at the very tail end of a project, but these titles stretching into infinity with an unending crunch and still getting trashed on by people who literally have nothing to do with the games industry except for consuming them is really sad.
That's one of the reasons I really respect Rockstar. They don't seem to play this game at all. They're silent until they have something to say, and I suspect part of the reason is because they have given themselves the leeway to work on things at their own pace. I don't know many of the stories about what goes on inside of Rockstar, though, so I could just be talking out of my ass.
"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.
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.
"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.