Hadoken said:
Why is it usual for game developers to leave en masse after the game ships? I'm curious. Do they get burned out and just go to another game company? Wouldn't it just repeat itself?
I think it's because most people
want to stick it out and ship the game; they feel a sense of responsibility to everyone else there. And then after that, well, it's often easier to get a raise or promotion elsewhere. On the other hand, projects at outside companies don't necessarily start on the schedule you'd prefer, so not everyone can do this; I'm just saying that's the (usual) ideal situation at most companies where the job satisfaction is between roughly 40-80%, say.
I may have overstated. I don't mean it's usual that 80% (say) leave right after a project, but in my experience it is usual that people quit less often during the last 5 months and then there's a spike after it ships. There's also a spike in vacations as people take their time off or time off in lieu for all their OT, and then there can be layoffs depending on how much work is even available, so there's two more reasons why many offices feel a bit empty after a project ships. But I genuinely feel the deferred quitting is a big one.
StuBurns, my memory may be fading, but I don't think anyone was let go when the Xbox SKU of Bully was cut.