https://kotaku.com/at-nintendo-working-all-night-is-mario-ti...
Strange how Nintendo gets no shit for crunch because they're "beloved". Lots of articles about Nintendo USA not crunching but the main office in Japan is still the same
https://kotaku.com/at-nintendo-working-all-night-is-mario-ti...
Strange how Nintendo gets no shit for crunch because they're "beloved". Lots of articles about Nintendo USA not crunching but the main office in Japan is still the same
That said, companies like Nintendo bucking the salaryman trend would do a lot to help shift people's perspective towards a healthier work/life balance.
So I'm wondering -- is game industry crunch so popular (majority of game studios seem to be doing it) for reasons that having nothing to do with increasing individual worker output?
In the case of Japan in particular there is also a strong tradition of doing long but very unproductive work hours because presence is prized over productivity .
Or are games really "special" in some way (for example because there is some evidence that people can sustain normally unsustainable productivy/weekly hours ratios for "passion projects")?
Does anyone have any good studies or anectodal evidence from their own experience (focussed 30-50 hour week vs crunch for several weeks)?
2) For a multitude of reasons, usually related to biz dev and budgeting, release windows are set way ahead of time. Then a marketing campaign starts months in advance to build up to release. A marketing campaign is extremely costly, and loses much of its effectiveness if it’s interrupted. it might be impossible to build up the same level of attention a second time, and most companies aren’t willing or can’t afford to take that chance.
3) The work remaining that does require creativity, responding to QA demands, porting, redesigns, bug fixing, etc ends up in a crunch by necessity due to 2).
But the other two points are in a way begging the question: I understand that both poor planning and set-in-stone release/marketing windows are endemic in the industry (and that this creates temptation to overwork people to hit a slipped deadline). But if overworking people is generally a net loss in throughput (as a lot of studies seem to suggest), giving in to this temptation ought to be counterproductive and decrease the likelihood of meeting the deadline. Now of course it's not uncommon for people to really persistently, and en-masse do stupid things that turn out to be highly counterproductive -- like seeing a doctor throughout most of human history. On the other hand, given that the practice seems to be both ubiquitous and universally hated you'd think the first major game studio to figure this out would completely crush its competitors in no time. Since this hasn't happened yet, it's tempting to conclude it must provide some advantage.