David Navarro |
It takes a lot of pizza to come up with all those QTEs.
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Alex Boccia |
Twitter is obnoxious
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Tony Walker |
Do we know how many people are on the Ryse crunching team? Or how long they have been working?
It might be abhorrent or it might be perfectly reasonable, depending on the numbers. But it's more fun to act hysterical and freak out without knowing all the facts, isn't it? |
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George Menhal III |
Crunch probably won't turn out to be as miserable as the review scores when this game launches.
It looks pretty bad so far. |
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Kujel s |
This tweet was in poor taste but the internet tends to blow everything out of proportion.
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Gil Salvado |
It takes a lot of organisational blindness and lack of empathy to take pride in bad management skills.
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Andy Lundell |
This is one of those situations where people forget that what they're doing is shameful. Like oil executives bragging about weaseling around an environmental law.
I'm sure the big-wigs at the studio really are proud that they're cashing in on the health of their employees. To them it's a successfully deployed cost-saving measure. They just forgot that all us peons think its shameful. |
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Rob Walsh |
What's amazing to me with everyone's comments is the insane amount of assumptions being done, from a single tweet. What if the conditions are not so bad? What if they're compensated properly? What if by your own self-righteous comments, you're implying that that team doesn't know any better than to get exploited??
These people are right in the middle of their crunch right now, trying to deliver a game to the very people who are probably typing faux-outraged comments on their iphones while taking a dump (to paraphrase Louis CK). Why not try to encourage the TEAM through this period, instead of being so hung-up on having the moral upper-hand? Do you think they're not reading all this right now? Regardless of why/how/who, they're probably working their asses off to put a solid game on the shelves along with the console. I'd say most comments seem to actually care more about some "ideal" crunching team "somewhere out there", than about these real people right now. That's my 2 cents. |
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Jacek Wesolowski |
I take pride in the fact that the development team I'm in follows these rules (some of them are easy, though, because they're in the law):
- "no one left behind" hiring (i.e. we always hire with the assumption that we're never going to fire this person) - overtime during the week must be taken back (i.e. you're eligible to take an equal amount of paid time off that doesn't count toward your paid leave quota) - overtime in the weekend must be either paid for or taken back (employee's choice) - if you can't get your work done in fourty hours a week, you need to say so, so we can find someone to help you - everyone has to have someone on the team who can take over their current tasks in case of absence - we're open to custom arrangements (we have a few) - the paid leave quota is 20 or 26 workdays per year, depending on stuff We're a contractor. Our team is several dozen people, not counting QA and localisation (they're separate departments within the same company). We have multiple clients and multiple projects running in parallel. We mostly do porting, but our biggest project right now is much bigger in scope than a port. We're profitable. You have heard of games that we helped create. We have not yet managed to eliminate the crunch completely, but we're getting there. |
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Gord Cooper |
Crunch is just setup so that people who complain about games industry employees being overpaid can revel in our per-hour pay becoming sub-standard, under the guise of 'doing it for the love of the game', whereas the amount of employees actually working on a game they would consider for their own personal consumption is so exponentially low as to make 'the love of the game' a pejorative used to guilt people into staying.
Of course I'm being facetious, but honestly, crunch is a practice this industry could do without, and won't do without until the people who believe in it as a 'labour of love' on the production side and the people who believe in it as a cost-saving method on the business side have all been shaken and made to understand that it is completely unhealthy, and driving people with families out of the industry. |
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Joshua Dallman |
Good process makes good product. Kaizen not crunch.
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Justin Sawchuk |
Use you abuse and throw you out like a used klenex, they know there are 100s no 1000's of people just chomping at the bit to take there place. They should be paying developers 10x the money they are look at athletes there is no way you can do it for a long time without burning out or having major health problems.
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