There's something about the Ensemble story that just doesn't quite sit right with me.
"Nobody used the word 'crunch' in the early days at Ensemble. We didn't need a label for what was a natural instinct. We weren't going to go home at five or six or seven."
So far so good. Startup company consisting mostly of young single guys works late nights to make good. We're told why it's a good thing early in the company's history, and set up for how that leads to bad practices later and rising expectations.
"We made a bunch more great games, and they were really successful and each time we tried to get that high," Bettner said. "But each time seemed to take a little more than the last, a little more crunch, a little more sacrifice. I watched this happen and I did almost nothing to stop it.
It's easy to see how expectations rise over time: that newer games should sell more than previous ones. They need to because budgets go up and head counts go up. One would assume that if head count goes up high enough, you can make a better game in the same time with fewer hours per day. I'm thinking what the author means is that Ensemble failed to transition to this kind of altered schedule; I'm just not sure "crunch" or reliance on it is really what he means.
"This is a horrible, vicious cycle. We burn out our best people. They leave [the games industry], after they have sacrificed the most important things in their life. These are the people with the knowledge and experience that we most desperately need, these are the people who know how to run teams and know how to keep on schedule, these are the people who know how to put pure fun in a box. We kill these people."
Crunch burns people out-- I think that's understood and self-explanatory. What I'm not sure of is how a company built on the crunch philosophy and staffed with people who are longtimers in that company-- people weaned on crunch-- know how to run teams and stay on schedule. It sounds to me like what he's saying is that the employees didn't know how to do that at all, because they had never done it. Certainly the company is losing its most experienced workers to burnout, and those employees know the evils of crunch best, but that doesn't mean they would know how to fix it.
Before Bettner could do anything to stop it, Microsoft shut down Ensemble, even though they still were shipping great games. The cost was just too high and Bettner thinks that it was crunch that was the problem. "Every single game we shipped took twice as long as we said it would take and cost twice as much," he said. "Our reliance on crunch and mandatory unpaid overtime become the norm at Ensemble. Our software defect rates went through the roof, our milestones bloated with feature creep, our games quality suffered."
This is where I hear alarm bells go off. How does mandatory unpaid overtime make a game more expensive and take longer? I can see how a developer, or a publisher, would want to rely on crunch schedules to get more done in less time with fewer people, even at the risk of decreased quality. When he says that crunch is bad, I see that. However, I also see the converse: developers aren't usually always crunching. There's a non-crunch period, and then a crunch period. If the crunch period is bad and has to be avoided, then something has to be done: longer schedules, more resources, or work done on a more even schedule. If you want to work fewer hours during crunch, you have to do more work in non-crunch to make the schedule more predictable.
At his new studio, Newtoy, "We don't crunch. We just don't. We work when we're at work." That's because he believes that people "are the most creative when they are sitting on a porch swing on a lazy Sunday afternoon, well-rested and daydreaming about what they're going to do tomorrow."
Now I'm shaking my head. Is this magic? I can see where well-rested employees should be sharper, and this might well crack down on quality control issues, but I tend to think crunch cannot be completely eliminated without eliminating all deadlines. Any error early in development will end up needing extra effort to correct, or extra time. Valve gets to release games "when they're done" but hardly anyone else has that luxury.
He went on: "I believe that brilliant sparks of inspiration happen not during a 15 hour work marathon but rather in the shower after a good night's sleep."
Is crunch time really about inspiration? Or is it about bug-hunting, bug-fixing, testing and optimization? If you're looking for inspiration during crunch time, isn't the problem really poor planning from the outset?