• swicano@programming.dev
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    18 小时前

    We’ve tried nothing and we’re all our of ideas!

    Gtfo, if you want to eliminate crunch, just don’t have them work more than 40 hours. It’s easy accept that youre gonna miss some deadlines, cause you fucked up the planning. Promise your workers triple pay during OT and suddenly the middle managers ain’t as motivated to try to force unofficial OT

    • TBi@lemmy.world
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      10 小时前

      In Germany they brought in a rule that overtime gets paid from the managers pay check.

      I never see my German colleagues working late any more.

      • TJA!@sh.itjust.works
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        8 小时前

        They did? I never heard of that? Where can I read more about it to show it to my manager?

  • PiraHxCx@lemmy.ml
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    18 小时前

    It’s not like the bosses have no experience, do they just suck at creating realistic deadlines? Everything I hear about the industry is people overworked af

    • Random Dent@lemmy.ml
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      3 小时前

      I think it must be really tricky to be a games company that has some attention on it. If you don’t announce a game, people think you’re not doing anything and get angry/pester you about it (EG: Bethesda with Fallout currently). If you announce a game but don’t give a release date, people assume it’ll be out in 1-2 years and get angry when that turns out to not be true (EG: Bethesda with Elder Scrolls currently). If you announce the game and a realistic release date (EG: “We’re working on Last of Us 3 but it won’t be out for 8-10 years probably”) then people get angry about it taking so long. If you announce a game and the deadline that people expect to hear, you’ll either miss it and people get angry (EG: GTA6 recently) or you have to do crazy crunch (EG: this game.)

      Or you can take the Cyberpunk route of announcing the game, taking forever, missing all the eventual deadlines regardless, still crunching anyway, and also releasing it unfinished and virtually unplayable on some systems, but then it all somehow works out really well lol.

    • Ashtear@piefed.social
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      18 小时前

      It’s 100% cultural, a combination of generational trauma (“I did it so you have to”) and pressure from upper management leading to performative effort. We now know from productivity research that overtime periods in game dev get diminishing–and even negative–returns pretty quickly.

  • mohab@piefed.social
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    15 小时前

    Yaaay, one more reason to hate Naughty Dog! I cannot wait for the mediocre combat that comes out of this. Will be totally worth it, I bet.

  • RonnyZittledong@lemmy.world
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    18 小时前

    The choice is to extend the deadline and work as normal or crack the whip in a vain hope you reach the deadline. Don’t lie like a fucking cunt and say you had no choice.