Maybe Valve Time should be standardized. As a son of a man who did some mind-boggling overtime for no extra pay (up to a hundred hours a week) for a year, I hate it when I read about this.
Unlikely.antipunt said:Please tell me they get paid for these additional hours...
That is absolutely true. This practice of extensive crunch time is really just depressing and it has an adverse affect on the games that these developers produce. Publishers think that it's okay to push their employees like this because they think of them as disposable. After all, there's always some naive budding game developer coming out of college, let's run him dry until the next batch arrive.Craorach said:Being an artistic industry doesn't mean that it acceptable for people to do insanely long hours without real, tangible, compensation.No, because its an artistic industry. Moviemakers regularly go through hellish conditions and hours to see their product done. Show me a movie where the actors didn't end the shoot exhausted and I'll show you a bad movie. Same with the theater, sculpting, music - virtually any creative medium wherein an artist has any sort of deadline will see them putting in extra hours - not because they're forced to, because they choose to for the sake of their art. The only people who don't put in the extra hours are the people who don't care.
And I'll remind you, Sony let two equally important titles get delayed from the exact same period (Twisted Metal and The Last Guardian). How does that factor into "The Publisher chained Naughty Dog to their desks and withheld food)
Sure.. they are passionate about their art, all artists are.. that's why many artists, except the truly insanely fortunate ones get treated like dirt. Because artists forget the basic transaction taking place when you work for someone else. Time = Money.
Now, those in these industries can tell me all they want that "its normal", "all artistic industries are like this" etc, etc, etc.. but I'm more bothered about those coming into the industry, all stary eyed, and being taught that this practice is acceptable by those who have been forced into it themselves. I'm more concerned by the long lasting, ongoing, health and psychological issues for the people involved.. and the relationship issues of course.
Those who become used to such employer abuses rarely speak out, because it is normal to them.. and artistic industries have a constant supply of new, desperate, talent willing to take the place of those who burn out.
Their right of not being exploited? They are being paid to do a job - a job for which they voluntarily signed an employment contract that presumably defined their duties and possible hours of work. If people find they don't like the reality of working long hours near project dead lines, then they can always find other jobs.Jumplion said:That is bullshit, there is no excuse to treat your workforce like crap and just because they enjoy what they're doing for a living does not remove their right of not being exploited like cheap laborers or something.
1. Often times they are not paid for doing over time, hence not being paid for their job.-|- said:Their right of not being exploited? They are being paid to do a job - a job for which they voluntarily signed an employment contract that presumably defined their duties and possible hours of work. If people find they don't like the reality of working long hours near project dead lines, then they can always find other jobs.Jumplion said:That is bullshit, there is no excuse to treat your workforce like crap and just because they enjoy what they're doing for a living does not remove their right of not being exploited like cheap laborers or something.
I did have a long reply to all those points, but it essentially comes down to the same thing. If you don't like where you work, quit and find something else. If you think 'the way it is' is awful, then start a company and do it differently. Everyone has a choice: accept things or not.Jumplion said:1. Often times they are not paid for doing over time, hence not being paid for their job.
2. Even then, few other creative industries would allow employees to sign themselves in a corner via a contract. If an employee has to sign a contract that allows them to be exploited to this extent, something is wrong.
3. Crunch time does not only happen near deadlines, often times they are continually done as we have seen with games like that one Lord of the Rings game and L.A. Noire and their 80+ hour work weeks just continually. This goes into how publishers view these developers as disposable laborers, not creators.
4. This is the "it's just how it is!" excuse that does nothing to change the situation.
5. These people signed up to create something, not to be treated as disposable trash. It's not the "reality of working long hours", it's the indecency of resorting to that in the first place. The "Pre-Production Problem" [http://penny-arcade.com/patv/episode/the-pre-production-problem] episode of Extra Credits briefly touches on crunch time and how proper planning would rightly avoid the whole problem in the first place. So much of this (for lack of a better word) "pro-crunch" talk is directed at the wrong place.
I couldn't think of a word to really describe it, best I could really come up with.-|- said:I did have a long reply to all those points, but it essentially comes down to the same thing. If you don't like where you work, quit and find something else. If you think 'the way it is' is awful, then start a company and do it differently. Everyone has a choice: accept things or not.Jumplion said:1. Often times they are not paid for doing over time, hence not being paid for their job.
2. Even then, few other creative industries would allow employees to sign themselves in a corner via a contract. If an employee has to sign a contract that allows them to be exploited to this extent, something is wrong.
3. Crunch time does not only happen near deadlines, often times they are continually done as we have seen with games like that one Lord of the Rings game and L.A. Noire and their 80+ hour work weeks just continually. This goes into how publishers view these developers as disposable laborers, not creators.
4. This is the "it's just how it is!" excuse that does nothing to change the situation.
5. These people signed up to create something, not to be treated as disposable trash. It's not the "reality of working long hours", it's the indecency of resorting to that in the first place. The "Pre-Production Problem" [http://penny-arcade.com/patv/episode/the-pre-production-problem] episode of Extra Credits briefly touches on crunch time and how proper planning would rightly avoid the whole problem in the first place. So much of this (for lack of a better word) "pro-crunch" talk is directed at the wrong place.
(I'm not pro or anti crunch btw)
That's pretty lame. So why is being a dev worth it again?....TheAmazingHobo said:Unlikely.antipunt said:Please tell me they get paid for these additional hours...
Devs usually get some vacation time after crunch (though nowhere near the hours they actually put in) or some other kind of bs compensation. Actual one-to-one pay for crunch overtime is pretty much unheard of, as that would be insanely expensive and defeat the entire purpose of crunch, which is saving money by shortening the dev cycle.
But hey, they are "doing what they love".
Without getting paid for it and by doing significant damage to their health and personal life.
So that´s fun.