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Cyberpunk 2077 has involved months of crunch, despite past promises

polygon.com

131–132 of 132 posts

Re: Cyberpunk 2077 has involved months of crunch, despite past promises

#131

Been there, done that, got the t-shirt. Once with a 6 months crunch, second time closer to 10 months of 14 hour days. That was enough for me to swear off the entire industry despite working towards it for most of my younger life. Saw it what it did to our team, destroyed multiple relationships, the product suffered for it and overall both titles we're a disaster. It cuts in more than one way, aside from some really r…

I had a different experience. Worked at a startup, money was tight and the product had to be developed. It was stressful, but it felt great after it was done. Granted, I wouldn't necessarily try it again and not for a large corporation to that level, but I think this is typical for any R&D project, maybe software in particular. It is just difficult to determine how long things will take in the end. I think it is grea…

Judging from the game they ended up cutting corners all over the place, to the point where it can be considered a faulty product or at the very least a case of false marketing. It's quite the mess!

Re: Cyberpunk 2077 has involved months of crunch, despite past promises

#132

And billions of profits go to owners and shareholders, while developers crunch 80 hours/week for $2000-3000/month.

If they don't want to have their labor power exploited, why don't they work somewhere else?

It's the status quo in their industry.
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