Imperfected
Member
How often does Valve crunch, again?
This is not true. It's avoidable through proper planning, skilled execution and customer collaboration.Its never avoidable. Fact of life in software development.
Unless they stood to gain by paying their employees less by doing so. In which case I'm surprised more developers aren't undercutting other companies by providing better work experiences for their employees.
This isn't just limited to game development either. I'm a developer (not a game developer, just run-of-the-mill embedded application development), and even our teams have crunch time. I've never worked on a product that came leisurely strolling through to the finish line, where every developer was putting in only 40 hour weeks at the very end. Marketing can always find a way to add new functionality or pull in the release schedule if it looks like things are moving too smoothly...
These responses just sound like people who have no software experience of any kind, pretending that they know better. At least the studio is feeding their employees - I'm lucky if my boss brings in some donuts if I'm working over the weekend.
Uh, of course it's avoidable.
Its pretty rare from what i heard.
Never experienced it with school project either.
If we took 1 day to plan or 1~2 weeks you always have some small periode at the end where you just have to crunch to meet the deadline.
Given how much backlash Ryse got after E3 im pretty sure they are working around the clock to fix it. And something with such an big code base like an game engine and all the gameplay scripts it will have bugs that will start creeping up at the end of an development cycle they always do.
I heard from Turn10 with Forza 3 and 4 they could keep Crunch time low. With Forza 5 i dont know given how we have to download a day one patch.
Edit: I would bet the if the software engineers are even a bit like me and many other i know they would just work further at home. I just can't sleep if a problem is bugging me or have problems falling in sleep because of a problem in code.
Uh, of course it's avoidable.
This isn't even remotely funny or appropiate
If you have the solution im pretty sure you can make millions if brought it to the embedded / high performance software development world.
I like "disgust". Much less whiny and over-dramatic, but still has a flavor missing from a bland word like "disagreement".Is there really any outrage at all in either this thread or that twitter feed? That word seems to have lost a lot of meaning. We should just start using "disappointment" now or "dislike".
If you have the solution im pretty sure you can make millions if brought it to the embedded / high performance software development world.
It's not hard to fix, there is just no desire to amongst those who cause it. They would have to admit they were doing it wrong all this time, and would have to learn to allocate resources before they are needed rather than just dumping people in the shit.
It's not hard to fix, there is just no desire to amongst those who cause it. They would have to admit they were doing it wrong all this time, and would have to learn to allocate resources before they are needed rather than just dumping people in the shit.
Not to burst anyone's bubble but Valve isn't some nirvana where everyone goes home at 5 every day.
Just because a studio isn't "in crunch" doesn't mean they don't still fetishize 60 hour workweeks.
Alternatives
1) Delay game - people will be upset
2) Have buggy game - people will be upset
3) Have graphical issues - people will be upset
4) Cut content - people will be upset
Seems to me like strict deadlines are probably the biggest issue.
EDIT: Oh nevermind. I see we've got the experts here who have all the answers.
If you plan everything out of the gate allocate enough resources how would solve an backfire on E3 like 4~6 month before shipping? Just ship the game and write off the losses?
Or, budget time for delays in the initial workflow plan. Every project will have problems, plan to allocate resources to those before commencing, so you don't end up looking like a fool who can't think of any way to plan for unexpected contingencies. Or yes, delay the game if needed. But if you don't announce an insanely optimistic launch date, that won't be necessary.If you plan everything out of the gate allocate enough resources how would solve an backfire on E3 like 4~6 month before shipping? Just ship the game and write off the losses?
Alternatives
1) Delay game - people will be upset
2) Have buggy game - people will be upset
3) Have graphical issues - people will be upset
4) Cut content - people will be upset
Seems to me like strict deadlines are probably the biggest issue.
EDIT: Oh nevermind. I see we've got the experts here who have all the answers.
Wow, now that is a post. Agree with all said here (with my very light dev experience)Before I say anything first let me preface this with:
I am a developer, I stay doing this job because I love it and I believe in the games I make and am passionate about creating cool experiences for people to enjoy.
I have worked across 5 different AAA titles and 3 companies. There has been crunch with them all. The worst of them has been horrible, I have kids & wife and all those those hours wasted that you could be with them for a game that sometimes does not even live up to expectations, even if it is the best game ever is it worth missing out on your kids first few years?
Developers are driving away people with experience because they can't commit to this lunacy and who don't want to be a part of this kind of structure. Sure there are many talented 19 year old's who will live sleep and crunch forever at the office but the best teams are made up of diverse groups spanning all ages, life situations etc. The poster above me needs to take that into consideration. Teams made up of one demographic don't make for good games. And more often than not, no the crunch is not mentioned in the contract, if its your first gig it comes as quite a shock.
A final 2/3 week push at the end to bring everything together is not a big deal, when it runs into months stretched across most of the project that's when it gets serious. What makes it worse is that more often than not overtime is not paid for full time employees (contracter's get overtime but at the end of the project its often game over, which is not good if you have to maintain a stable income)
So you find yourself working over double the hours for no more money, If you don't seem to be crunching them you are made to feel like you are letting the people who are down, which in some ways you are as you hold up the pipeline for them.
More often than not because of poor planning in the start. There is no reason this just has to be ''the way it is'' For me there needs to be huge improvements in 3 areas:
1)Management, planning and production schedules, with early milestones mapped out, and more pre production (specifically if the studio has 2 teams and can get a head start while the other team is finishing up the other project)
2) Better tools, much of the time delays and hang ups come from poor tools, if more companies had toolsets that worked like Unreal then the pipeline would be so much quicker. Creating next gen games with next gen art, effects, ai etc is a lot of work, this can be offset with better and more efficient tools that alow anyone to jump in and make a change easily and iterate much quicker on ideas.
3) Dropping the idea that crunch is just a ''part of the process'' and not actually scheduling it into production, there is no reason for this, don't plan to crunch, how about plan to make it in the whole 3+ years you have available. A small month long crunch at the end and maybe a weekend here or there yes, 6+ months of up to 20 hr days, and 2 months before every E3, or alpha, beta, No thank you.
Like I said I love my job and videogames that along with how long and hard I had to work to get into the industry keeps me from leaving, but something needs to be done, especially with the pressures of developing next gen experiences that require so much polish and where expectations are so high. The fact that Crytek posted this thinking it is OK is a sign of how engrained it has become in the industry.
I would like to think that teams that manage to achieve an environment with minimal crunch would be able to use this as a draw to source talented developers and retain staff. This post has gone on too long already, what I am saying is not rocket science nor is it unrealistic.
Not to burst anyone's bubble but Valve isn't some nirvana where everyone goes home at 5 every day.
Just because a studio isn't "in crunch" doesn't mean they don't still fetishize 60 hour workweeks.
Always easier said than done, I'm sure. And do you know that they don't already? That seems like basic project management 101.5) Plan for delays or production issues. If nothing comes up people will just simply deliver better product.
What resources will be needed is probably hard to tell ahead of time. Especially with games that take more than a year to make.Design the timeline with the actual resources needed in mind, if you then finish early you are golden. Basically, have realistic expectations and deadlines for the resources you have. Don't hope that everything will be perfect, because it won't be. Acknowledge that with extra resources instead of just throwing overtime at the problem.
The worst part is that it isn't even efficient. The American standard 40-hour work week already pushes the limit of how much productive work you can squeeze out of the average employee. There's a pretty sharp fall-off in productivity for most people beyond that point, and from an employer perspective you really want to sit in that "sweet spot" where you're getting the maximum efficiency for the wage you're paying. To go over it means you're effectively getting less of an employee - because let's face it, we all start to lose a few steps when pushed beyond a certain point - but still paying full price for them.
There are jobs where you can get away with having a dramatic decline in employee productivity without having it cause massive problems - basically any time you just need a warm body present and going through the motions - but software development really isn't one of them. The quality of work you're going to get from a programmer who's been at it for fourteen hours straight really isn't worth it.
And don't even give me the whole, "There's no other way, they only had so much time to get it done!" argument. They could have used a larger team and worked them normal hours for the duration of development. That costs money, but so does crunching - lost man-hours due to declining quality of work, creation or exacerbation of health problems due to poor diet, stress, and a lack of exercise, employee retention problems, and all those "free" dinners add up - and beyond a certain point it actually becomes more cost-efficient to just treat your employees decently and spend a little bit more on actually having the labor to meet your needs reasonably, rather than spending it shoveling Red Bull into them and then paying it out in health insurance claims, anyway.
Always easier said than done, I'm sure. And do you know that they don't already? That seems like basic project management 101.
What resources will be needed is probably hard to tell ahead of time. Especially with games that take more than a year to make.
I really just think you guys are making it sound like such a simple idea, while in reality its likely a far more complex and involving issue.
Before I say anything first let me preface this with:
I am a developer, I stay doing this job because I love it and I believe in the games I make and am passionate about creating cool experiences for people to enjoy.
I have worked across 5 different AAA titles and 3 companies. There has been crunch with them all. The worst of them has been horrible, I have kids & wife and all those those hours wasted that you could be with them for a game that sometimes does not even live up to expectations, even if it is the best game ever is it worth missing out on your kids first few years?
Developers are driving away people with experience because they can't commit to this lunacy and who don't want to be a part of this kind of structure. Sure there are many talented 19 year old's who will live sleep and crunch forever at the office but the best teams are made up of diverse groups spanning all ages, life situations etc. The poster above me needs to take that into consideration. Teams made up of one demographic don't make for good games. And more often than not, no the crunch is not mentioned in the contract, if its your first gig it comes as quite a shock.
A final 2/3 week push at the end to bring everything together is not a big deal, when it runs into months stretched across most of the project that's when it gets serious. What makes it worse is that more often than not overtime is not paid for full time employees (contracter's get overtime but at the end of the project its often game over, which is not good if you have to maintain a stable income)
So you find yourself working over double the hours for no more money, If you don't seem to be crunching them you are made to feel like you are letting the people who are down, which in some ways you are as you hold up the pipeline for them.
More often than not because of poor planning in the start. There is no reason this just has to be ''the way it is'' For me there needs to be huge improvements in 3 areas:
1)Management, planning and production schedules, with early milestones mapped out, and more pre production (specifically if the studio has 2 teams and can get a head start while the other team is finishing up the other project)
2) Better tools, much of the time delays and hang ups come from poor tools, if more companies had toolsets that worked like Unreal then the pipeline would be so much quicker. Creating next gen games with next gen art, effects, ai etc is a lot of work, this can be offset with better and more efficient tools that alow anyone to jump in and make a change easily and iterate much quicker on ideas.
3) Dropping the idea that crunch is just a ''part of the process'' and not actually scheduling it into production, there is no reason for this, don't plan to crunch, how about plan to make it in the whole 3+ years you have available. A small month long crunch at the end and maybe a weekend here or there yes, 6+ months of up to 20 hr days, and 2 months before every E3, or alpha, beta, No thank you.
Like I said I love my job and videogames that along with how long and hard I had to work to get into the industry keeps me from leaving, but something needs to be done, especially with the pressures of developing next gen experiences that require so much polish and where expectations are so high. The fact that Crytek posted this thinking it is OK is a sign of how engrained it has become in the industry.
I would like to think that teams that manage to achieve an environment with minimal crunch would be able to use this as a draw to source talented developers and retain staff. This post has gone on too long already, what I am saying is not rocket science nor is it unrealistic.
Its never avoidable. Fact of life in software development.
5) Plan for delays or production issues. If nothing comes up people will just simply deliver better product.
How often does Valve crunch, again?
Before I say anything first let me preface this with:
I am a developer, I stay doing this job because I love it and I believe in the games I make and am passionate about creating cool experiences for people to enjoy.
I have worked across 5 different AAA titles and 3 companies. There has been crunch with them all. The worst of them has been horrible, I have kids & wife and all those those hours wasted that you could be with them for a game that sometimes does not even live up to expectations, even if it is the best game ever is it worth missing out on your kids first few years?
Developers are driving away people with experience because they can't commit to this lunacy and who don't want to be a part of this kind of structure. Sure there are many talented 19 year old's who will live sleep and crunch forever at the office but the best teams are made up of diverse groups spanning all ages, life situations etc. The poster above me needs to take that into consideration. Teams made up of one demographic don't make for good games. And more often than not, no the crunch is not mentioned in the contract, if its your first gig it comes as quite a shock.
A final 2/3 week push at the end to bring everything together is not a big deal, when it runs into months stretched across most of the project that's when it gets serious. What makes it worse is that more often than not overtime is not paid for full time employees (contracter's get overtime but at the end of the project its often game over, which is not good if you have to maintain a stable income)
So you find yourself working over double the hours for no more money, If you don't seem to be crunching them you are made to feel like you are letting the people who are down, which in some ways you are as you hold up the pipeline for them.
More often than not because of poor planning in the start. There is no reason this just has to be ''the way it is'' For me there needs to be huge improvements in 3 areas:
1)Management, planning and production schedules, with early milestones mapped out, and more pre production (specifically if the studio has 2 teams and can get a head start while the other team is finishing up the other project)
2) Better tools, much of the time delays and hang ups come from poor tools, if more companies had toolsets that worked like Unreal then the pipeline would be so much quicker. Creating next gen games with next gen art, effects, ai etc is a lot of work, this can be offset with better and more efficient tools that alow anyone to jump in and make a change easily and iterate much quicker on ideas.
3) Dropping the idea that crunch is just a ''part of the process'' and not actually scheduling it into production, there is no reason for this, don't plan to crunch, how about plan to make it in the whole 3+ years you have available. A small month long crunch at the end and maybe a weekend here or there yes, 6+ months of up to 20 hr days, and 2 months before every E3, or alpha, beta, No thank you.
Like I said I love my job and videogames that along with how long and hard I had to work to get into the industry keeps me from leaving, but something needs to be done, especially with the pressures of developing next gen experiences that require so much polish and where expectations are so high. The fact that Crytek posted this thinking it is OK is a sign of how engrained it has become in the industry.
I would like to think that teams that manage to achieve an environment with minimal crunch would be able to use this as a draw to source talented developers and retain staff. This post has gone on too long already, what I am saying is not rocket science nor is it unrealistic.
faux
Valve have crunch, just not to the extent a normal studio do because the crunch on HL2 was so incredibly bad, they felt forced to reevaluate the process, but it still happens.
Always easier said than done, I'm sure. And do you know that they don't already? That seems like basic project management 101.
What resources will be needed is probably hard to tell ahead of time. Especially with games that take more than a year to make.
I really just think you guys are making it sound like such a simple idea, while in reality its likely a far more complex and involving issue.
Alternatives
1) Delay game - people will be upset
2) Have buggy game - people will be upset
3) Have graphical issues - people will be upset
4) Cut content - people will be upset
Seems to me like strict deadlines are probably the biggest issue.
EDIT: Oh nevermind. I see we've got the experts here who have all the answers.
I never said it was impossible. I just don't think some of you guys coming in with 'if they'd just do 'x', everything would be fine' are really doing anything more than people sit and watch F1 races and say that 'Oh, if they'd just fire so and so, they'd be winning races' or some shit, ya know? Every industry is different and I think you actually have to be involved in it to understand where the areas are that need to be looked at to improve things.And I suspect I am not alone in feeling like you and the others making similar arguments are making it sound impossible just because it it is not the norm.
As far as I know every other industry is able to allocate resources for projects without requiring something like crunch time. Yes, some businesses within certain industries are very bad at it, but I don't know of any other industry in which this sort of thing would be accepted. At best it is exceptionalism to excuse in video game/software development, and I think it might often be a just a lack of imagination that creates the idea that there is no alternative.
There are alternatives, they are just harder for managers and project leaders to implement, so they won't.
Valve have crunch, just not to the extent a normal studio do because the crunch on HL2 was so incredibly bad, they felt forced to reevaluate the process, but it still happens.
Alternatives
1) Delay game - people will be upset
2) Have buggy game - people will be upset
3) Have graphical issues - people will be upset
4) Cut content - people will be upset
Seems to me like strict deadlines are probably the biggest issue.
EDIT: Oh nevermind. I see we've got the experts here who have all the answers.
Yes? And they still have crunch nine years later. Well, they certainly did for L4D2, because Gabe talked about it, there's no reason to think they won't for their next major release.That was nine years ago.
The fact that almost no one is able to figure out a way to manage this kind of project without crunch time is what's weird to me.
A good point. Shareholders in general are the bloodline of business nowadays and it creates lots of inevitable short-term thinking, which is necessary but also not ideal from a consumer standpoint.In addition to what people already said, business quarters play a big role, which causes a huge problem with development schedule.
Let's say that a company wants to get a game in for their Q4 report.
They'll schedule the deadline on March 20th, and then they schedule the rest of the development backwards.
This is the reason why the industry is forced to go overtime. There's no allowance for delays a public stock company.
You can bet that Watchdog's delay is going to cost Ubisoft multi-millions in retailer penalties and lower stocks from poor performance reports.
What's the cause of video game development crunch anyways? Ideas being too ambitious for the time allocated? Not enough employees? A lot of time being wasted early on? Why hasn't this sort of thing been eradicated yet?