Earlier quoted context omitted.
Paying overtime would solve a lot of project management issues in tech companies. Overtime is for free so why try to avoid it? If people get burnt out after a while there are plenty of people who are happy to replace them.
I think this is the crux of the problem - in the US and Canada (at least) there is an IT class of professionals that are exempt from overtime. Why? Please someone tell me why? And it's not just the gaming industry. I am involved with 10 projects right now (way more than my usual load). 1 of them has a reasonable schedule (though my component is sort of aggressively scheduled), 3 have completely ridiculous schedules (…
This Dumb Industry: In Defense of Crunch
51–60 of 60 posts
Re: This Dumb Industry: In Defense of Crunch
#52Earlier quoted context omitted.
> The problem is that each step in the process is variable, and it's not variable by a small amount but potentially up to a magnitude. That's the problem. That's not unique to game development. Or software. Or any industry, really. > The second problem is that the industry does not pay for reasonable estimates, they want imperfect unreasonable estimates which are very conservative with which to beat the employee or t…
> That's not unique to game development. Or software. Or any industry, really. Yes, it is. It's not literally unique to software, because R&D and "nobody ever made something like this" projects share it, but most industries don't.
In the piece it says something about "needing more windows", that isn't what I'm talking about. That's just poor game design at the outset.
I was refused an interview once because they were looking for the exact person who had done a hit title, he "obviously knows what he's doing". The product in question was 2 years late and 1.4 million over budget. I said: "I can do that...". I think the game industry is unique in that we're often hired, or not hired, based on how famous the title was that we worked on last.
Re: This Dumb Industry: In Defense of Crunch
#53When people who work in the games industry say they crunch because they're young men with poor boundaries who would do anything to make video games, and when industry veterans literally write PowerPoint decks about hiring suggesting targeting young men with poor boundaries because you can get them to crunch since they will do anything to write video games, I choose to believe their words. This lines up with external…
I think you might be missing the point of the article. The metric for measuring a game's success is how fun it is to play. You can't plan fun, that only comes from having a playground and tweaking things until the game play feels satisfying. Note I use words like fun and satisfying - words that are all highly subjective, and can only really be ticked off when you have the game in front of you and can agree it was fun…
Some of the most successful games aren't really much fun for the most active players, such as MMORGs and free-to-play mobile games. They seem to succeed more through triggering addiction and a sense of competition amongst players rather than providing an enjoyable experience.
Re: This Dumb Industry: In Defense of Crunch
#54I see a lot of cases of people saying estimation is impossible, which upon closer inspection turn out to be a different argument: "perfect foresight is impossible". The Nirvana Fallacy, in other words. Because it's not perfect, it's worthless. Of course perfect estimates are impossible. You need to make them anyhow. And if you don't make them explicitly, you'll make them implicitly, and they'll be worse.
That's not the problem. The problem is that each step in the process is variable, and it's not variable by a small amount but potentially up to a magnitude. That's the problem. The second problem is that the industry does not pay for reasonable estimates, they want imperfect unreasonable estimates which are very conservative with which to beat the employee or the contractor over the head with to force overtime and cr…
Re: This Dumb Industry: In Defense of Crunch
#55Earlier quoted context omitted.
I think you might be missing the point of the article. The metric for measuring a game's success is how fun it is to play. You can't plan fun, that only comes from having a playground and tweaking things until the game play feels satisfying. Note I use words like fun and satisfying - words that are all highly subjective, and can only really be ticked off when you have the game in front of you and can agree it was fun…
A major point of the agile manifesto was that building any software to a waterfall spec results in unhappy users. Even enterprise software is iteratively designed these days (well at good places at least). Games are not special.
Re: This Dumb Industry: In Defense of Crunch
#56Earlier quoted context omitted.
> The thing with voluntary crunch is it becomes institutionalized and part of your company culture. That's exactly what the author argues teams must avoid. His premise is explicitly that a little crunch isn't harmful as long as it's not an institutionalized part of the company culture.
A little crunch is harmful too, just less harmful. Crunch is rarely a necessity. If the deadline can't be moved, and you're going to miss it, work on cutting the workload (drop features, etc...). If the project can't have any corners cut, then move the deadline. If neither of these is an option, then do what you have to do and find new managers for the next project, because they should've been more on the ball and pl…
Re: This Dumb Industry: In Defense of Crunch
#57Earlier quoted context omitted.
A little crunch is harmful too, just less harmful. Crunch is rarely a necessity. If the deadline can't be moved, and you're going to miss it, work on cutting the workload (drop features, etc...). If the project can't have any corners cut, then move the deadline. If neither of these is an option, then do what you have to do and find new managers for the next project, because they should've been more on the ball and pl…
I don't think the author would disagree. He's saying that if you avoid crunch 99% of the time then crunching for the last 1% isn't very bad and might even be good. He's not saying you can avoid 99% but the last 1% is inevitable.
I don't think it's inevitable at all. If you plan for slippage by not being too optimistic with time schedules then it can be avoided.
Re: This Dumb Industry: In Defense of Crunch
#58Earlier quoted context omitted.
I think this is the crux of the problem - in the US and Canada (at least) there is an IT class of professionals that are exempt from overtime. Why? Please someone tell me why? And it's not just the gaming industry. I am involved with 10 projects right now (way more than my usual load). 1 of them has a reasonable schedule (though my component is sort of aggressively scheduled), 3 have completely ridiculous schedules (…
It's time for repeal of some Fair Labor Standards Act exemptions. There's one for computer programmers.[1] The threshold for exemption from overtime needs to be pushed up to the point that only the 1% are exempt. [1] http://www.dol.gov/whd/overtime/fs17e_computer.htm
Also, the whole more than 40 hour per week expectation is nonsense. I am independent now and can do the same (or more) amount of work in 30-40 hours a week now. In fact, I worked ~500 fewer hours my first full year of being independent. Did I make a little less money? Sure, because I don't get paid time off anymore. And I also worked a lot less.
Re: This Dumb Industry: In Defense of Crunch
#59As patio11 mentions elsewhere in this thread, schedule crunch, except for the very first time, is a deliberate decision.
Re: This Dumb Industry: In Defense of Crunch
#60Earlier quoted context omitted.
I don't think the author would disagree. He's saying that if you avoid crunch 99% of the time then crunching for the last 1% isn't very bad and might even be good. He's not saying you can avoid 99% but the last 1% is inevitable.
> "the last 1% is inevitable" I don't think it's inevitable at all. If you plan for slippage by not being too optimistic with time schedules then it can be avoided.
I said the author is not saying it's inevitable.