Why Crunch Mode Doesn't Work
so sue mee writes "There's a bottom-line reason most industries gave up crunch mode over 75 years ago: It's the single most expensive way there is to get the work done. When used long-term, Crunch Mode slows development and creates more bugs when compared with 40-hour weeks. Evan Robinson has an article at the International Game Developer's Association site talking about the harsh realities of crunch time, and why the gaming industry should stop using it." From the article: "It is intuitively obvious that a worker who produces one widget per hour during an eight-hour day can produce somewhere between eight and 16 widgets during a 16-hour day. As we've seen, that's the essential logic behind Crunch Mode's otherwise inexplicable popularity. But worker productivity is largely dependent upon recent history."
You are being MICROattacked, from various angles, in a SOFT manner.
In my opinion, if you need crunch time to finish a software product, you've done something wrong. It's much better to encourage a culture of efficiency and program stability than to make up for it by forcing it down people's throats close to the ship date. *shrug*
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My boss tried that on me again last week, just put in a couple more hours, take on another task, work smarter not harder...
WTF are these people thinking? I'm working a few more hours on the last damn project you gave me, i'm already working smarter since you downsized our company every year for the last 6 years. Take on more work?!
Then he has the nerve to say, if your working more than 50 hours, we can get you time off. Ahem, 60 is the norm there bucko. Tells us he wants us there 8-5 while we are also working maintenance and weekends. Ya, thats gonna happen. Last I checked with HR im salary, you cant make me clock in and out.
Crunch time seems to be the norm. Either your working mega hours, or you are in a quiet time before something breaks. Like Sys-admins are like fire fighters, you automate as much as you can, and when something does break, you work your ass off.
Trying to work as a corporate whore, I mean sys-admin and try to balance a personal life isnt working out so well. Having to deal with PHB's who think computers are magic fairy dust and can make anything happen is slowing killing my soul.. Then come home to a wife who says I'm not spending enough time with the kids, ARGH!!!
So tempted to switch my job for a differnet crunch time. Flipping burgers during rush hour.
American Beauty is a great movie, to say fuck it and go be happy again.
I'd join a union, but all these ass-hats want work and burn out, and of course they do burn out. Happy hour can only keep you going for so long....
And I was at work until 2am last night. I wish I knew a way around crunch time... but with marketing, disk pressings, public betas, christmas, and all that fun stuff, it seems impossible to avoid.
:)
If anyone has any good ideas I'll pass them onto my manager
You do realize that there are other industries in the world (and bigger ones) than IT?
Tell that to EA Spouce, she knows.
A computer makes it possible to do, in half an hour, tasks which were completely unnecessary to do before.
One of the best places I worked was a place where the boss understood that happy workers are productive workers. And workers that are required to work longers hours simply don't get more work done.
This guy kept us happy with relatively cheap methods - decent coffee, free biscuits/cookies and taking us out to lunch/dinner on a regular basis.
Even under stress times he told us to leave for the day. Interestingly this made people want to stay later and work harder.
At other places I have worked there has been an expectation of "we're near deadline, work an extra few hours every night" - for me this doesn't work. I get less done in more time, I end up sitting watching the clock or reading Slashdot, and resenting staying at work.
The solution to getting things done on time is simple
1) Hire smart people who get along with each other
2) Don't push them, let them work hard for 8 hours and then go home
3) Don't choose arbitary dates for shipping
4) Don't let features creap into the spec.
But managers don't seem to understand this.
Damnit - I wanted my nick to be "WouldIPutMYRealNameOnSlashdot"
There's two main reasons why there's a crunch mode. The first is because someone somewhere managed to do it sucessfully. Management isn't stupid enough to cut development time in half, but shaving a day or two off of a three month schedule isn't that big of a deal. So everytime you manage to get your project out in time they shave another couple of days off the next project's schedule. And even if you manage to avoid that, there's always another team somewhere that did manage to succeed with an insane schedule, "so why can't you?"
The second reason is that the schedule you've estimated and the schedule the market demands live in two different universes. Management isn't stupid, they KNOW it's costing them more to make you do crunches. But the market says they need a product out in three months and not six. So you're given an insane schedule.
Don't blame me, I didn't vote for either of them!
Get back to work - quit reading slashdot!
I particularly object to the "what management wants" paragraph. Unfortuantely I detect a coder's tendency to try to over-rationalise the world here. Their analysis does not provide the "essential logic behind Crunch Mode's otherwise inexplicable popularity". I don't believe the cruch is what management wants at all, the problem is simply poor planning. All they want is the software to specification by the deadline. If you can do this without the crunch then obviously this is a Good Thing, but if you can't, thats business.
The cruch is a response to a problem (that may be flawed) but its not the real problem. This is somewhat different from the issues that people like Abbe and Ford were discussing which was the simple problem of extracting sustained and predictable productivity from their workforces.
The difficulty is that the work processes surrounding the writing software appear to be still relatively poorly specified, which is why there are many methodologies -- which attempt to produce sustained and predictable patterns of productivity -- but no silver bullet as yet. A hint to this is that of course Ford was in the vanguard of people who went out of their way, at considerable expense, to enforce a well-specified process behind their output. He had to have that in place before his adjustments to working hours made any sense; the author's analysis of Ford's management style misses this vital aspect out.
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In controlled doses, Crunch works. It is perhaps even necessary. Shit happens, and you have to meet a critical deadline, so you work late for a few days in a row.
Death marches dont work. They just result in angry workers and an increased rate of errors.
And yes, I am a game developer, and I know all too well what I am talking about.
END COMMUNICATION
...for Doritos. And hey, without it what would Cap'n Crunch be like? They'd have to change their name.
I'm just sayin' is all...
This article was first available on IGDA's site at least two months ago! What's the deal?
Nothing like a good old fashioned death march to get the blood flowing and make you appreciate the 'easy' days.
While 'in the books' the design of a project should be done far before release is near, even if you are doing iterative development. However, many MANY companies still like to design as they go. It is not the developers fault most of the time since many companies create software for clients who know nothing about making software and add change requests, or sneak changes in by claiming the developers mis-interpreted the specs they gave them. Added to this are ambitious managers/developers who want to change a feature at the last second after seeing that their own original design is crap even though we told them from the beginning. All of this is what makes crunch mode. Changed specs with a static deadline.
Then work nights.
There are 2 kinds of people in this world. Those that can keep their train of thought,
Crunch mode only works when it isn't de rigeur.
If a dev team knows they are gonna get stuck on crunch time beforehand regardless, they're gonna put off the crucial issues.
The video game industry is sick. From the devs to the phone monkeys, most companies prefer mandatory OT to sensible deadlines. As far as phone monkeys go, I know EA at least has a 6 month policy for employees. Right when the employee really starts to rock the party, they're cut loose.
Yes, I was a phone monkey in the day. EA could have cut half their support staff if they would have gotten rid of their 6 month policy, and started paying benefits. They would also reap the rewards of a competant workforce.
I hate to say it, but it's going to take unionization, and an industry wide strike to make them see the light. I'm no fan of unions, but this garbage needs to end, for everyones sake. The consumer, the company, and the employee
"Inattention makes clowns of us all" -Bean
I'm contemplating e-mailing this to my advising slave driver^H^H^H^H^H^H^H professor...
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The important word there is "days".
For a few days in a row, you can increase productivity, but based on this guy's research, shortly after that, you start to lose productivity to such an extent that after 2 months you would have been better off sticking with 40 hour weeks. In addition, if after those 2 months you go back to 40 hour weeks, it will take a while for people to recover from the 60 hour weeks.
So yeah, a "crunch mode" of a few days works. I would even guess that you can get away with 2 weeks of "crunch time", but beyond that, you're eating into your future productivity. But, even then, at 60 hours a week, the chance of a catastrophic error on any given day (accidentally nuking the CVS tree, tripping over the plug to the server, etc.) goes up dramatically. So even a short crunch mode is risky.
If a manager understood this, and only used crunch mode in dire emergencies, and then examined what went wrong so that it wouldn't happen next time... that would be good for everybody, managers, employees, everybody.
I have an odd metabolism where my body prefers long nights and long days (my cycle can range between 26 and 40 hours). If I'm well rested, I rarely witness a loss of productivity until 22 hours of wakefulness. Rarely at my best first thing in the day. I'm still gaining speed twelve hours later. For some reason, I go down like a rock after 28 hours of wakefulness and this has always been true. I've gone from near normal to "legally drunk" in the space of twenty minutes. I have far more problems with my body not being designed to sit in a chair for that length of time than I have with my mind falling apart. Unlike most people, I rarely allow myself to operate in a sleep-deprived state. Everything that article says about extended wakefulness is suspect because the studies didn't differentiate "rested" from "well rested" relative to how much sleep the body really wants as opposed to cultural norms (most people think that eight hours is luxury, and in the Army they expect to function on six hours routinely). There's plenty of research that shows that up to ten hours is needed to achieve the "well rested" state. Measure those people for task decay. You'll get entirely different numbers.
ug, this shoulda been on the front page.
And what's with this "END COMMUNICATION" bullshit? Does he think he's TRON?
Crunch time works when its used in the event of "Shit happens, and we need to get Task X done by Day Y". For that purpose, it does indeed work.
Crunch time fails when its used in an attempt to save money.
Death marches happen when a project is under staffed or under scheduled. Either someone did not want to pay for 2 or 3 extra programmers, or did not want to pay for a few extra months of development. So your left with a short fall of X amount of man hours to get the job done on time. So you put the extra burden on the other employees. Sometimes it can work. Sometimes it cannot.
Bad crunch time happens when someone gets greedy, or when someone screws up with time estimates for a project.
To put it most simply:
Crunch can be used to fix the mistakes of a dev team. It cannot be effectively used to fix the mistakes of management / publishers.
END COMMUNICATION
Nobody will pay enough for software that isn't done half-assed, so you go with half the resource you need and slave-drive them to get it out when the customer wants.
If you push back at the customer, and say "you can have it in twice the time or at twice the cost", then they will just buy from someone else who accepts the constraints.
Also, if your company is publically-traded or has more than a few investors, their profits must continually grow at a continually growing rate. You can't just keep raising the cost of your sofware, so you need to keep the staffing levels low, so they spend all their time on death marches.
Clueful management can't save you... ours knows the stuff we're doing is a bad idea, but it's either that or go out of business now. At least if they hold on for a while then they might be able to cash-out.
If anyone believes there are software development jobs, anywhere in the world, not held to these constraints, let me know... I will sleep with whomever I have to to get one.
Just tell your boss no. I will work overtime when a customer runs into a critical bug in the field. I will work overtime once in a while when I don't already have plans, and there is on feature that I need to finish. I will work overtime when there is someone in from the main office explaining something. I will not work overtime because you refuse to cut some features from your over aggressive schedule. Course you alone isn't enough, then can get rid of you. Have your co-workers do it too.
When you allow yourself to be pushed around management things you are spineless, and they will push. When you stand up to the bully they find someone else to pick on.
I have discovered that I do not have even 8 hours of good code per day in me. I end up spending a at least an hour a day doing non-code things (and there are plenty of them) to make up.
Crunch time at EA doesn't fall into this category, because apparently the projects sell well enough to keep the most evil company in the history of gaming squatting on top of the market like some poisonous, evil toad infecting other companies with its toxic bile.
"MIT betrayed all of its basic principles."
Crunch mode apparently happens because game developers and others in the industry are screwing around on the clock instead of coding ;)
No one can seem to figure out where this "crunch time" for programmers came from.
Frankly I'm surprised no other slashdotter's pointed it out: Programmers want to be 'leet'.
I remember starting to learn how to program about 9 years ago, I used to brag to friends about how I stayed up all night coding - a few people were even impressed by the fact I hadn't slept in 48 hours and made this cool little game.
Now we're all getting older. Young programmers (IMO) will tell any employer "Oh yeah, I can code for days on end, I'm a leet code haxor". And even if a young programmer tells a potential employer that he can't work 50+ hours a week, the next young programmer that comes for his interview will.
I have a feeling upper management of these game companies know this and exploit it to their own ends.
ALL programmers have to wise up and realize that their best code comes not after staying awake for 50 hours while running on 4 cans of Jolt cola, but after a relaxing sleep (it's a fact!).
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um, thats why the original article totally failed to specify crunch mode in IT.
Maybe if slashdot wasn't here, we wouldn't spend half the day reading it, and crunch time wouldn't be needed at all.
You could have crunch-read TFA...
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