Crunch Tactics a Symptom of a Larger Problem?
An anonymous reader writes "One of the brave few: hot on the heels of the recent lawsuit filed against Vivendi Universal for back wages due to a developer who was allegedly asked to alter his timecard, Rob Fahey of gamesindustry.biz
has taken the bold step of taking the position that the insane hours game developers are routinely asked to work are might not be in the industry's best interest, and in fact might be less profitable than planning projects well."
Yeah, who would have ever thought of that? The fact that this statement is seen as "bold" should be indication enough that something is amiss here.
Anyone who has ever worked as a programmer can tell you that as a deadline creeps up they usually end up working more hours. Spec's change, deadlines get moved up and back, other developers quit, etc. In the video game market, where you MUST hit certain deadlines such as christmas, or before a certain quater to make your company look good for stockholders this is always going to exist. Unless you give yourself an extra 6 months to a year of slack time, you are always going to have suicide hours near deadlines because shit always happens.
I thought this was addressed in the Quality of Life white paper?
Anyway, this was brought up at the June Dallas IGDA meeting. Several producers discussed ways that they avoid crunch time. Tom Mustaine, a friend of mine, told about how he schedules three-day workweeks (!). While sounding totally insane, when crunch time rolls around, they just go to a normal five-day work week and finish what they need without killing themselves.
There's also much to be said for the effect on quality when quantity of hours are worked. In short, the longer you continually work, the more mistakes are made. What happens is that sometimes you lose more time fixing those mistakes than instead just going home and getting enough rest.
The game industry is finally coming to terms that the long work hours caused by inadequate planning and management is driving away many talented workers and programmers.