At 2/22/23 05:18 PM, Gimmick wrote:
Nice, thanks for doing this!
What do you think the state of crunch in video games is like now, and have there been improvements since the last time you encountered it? I'd spoken to a couple of game studio recruiters and managers at a career fair and they were adamant they had no sort of crunch, but I don't know whether they were being truthful or not, or whether indeed it was representative of the wider industry.
Similarly, how have developer salaries changed over the years - have they caught up with salaries of other developer positions in non-game-dev companies, or are they still significantly different (and for the better or worse)? I know this is probably a question that can be answered by quickly browsing glassdoor or linkedin, but another facet of this question is the balance that people give to their enjoyment of the profession, their work-life balance and their pay.
And lastly, with the changing trends in big studios to release "incomplete" or even "buggy" content to meet a deadline and patch it out later, how has developer satisfaction changed? I would imagine people would take less pride because of being associated with such tactics lately, even if they most likely had no active part to play in that.
Of course, hope the below is interesting in some way at least! I figured for myself, it could be fun to get back in to it by talking a bit about it. :)
Crunch;
Different studios are doing different things, you may even see a difference between countries. Larger coorporations like EA, Ubisoft, ZeniMax etc. will likely seep whatever coorporate values they have into their respective studios too. Starting in the industry 2011, I heard stories about crunch in the industry as a whole that seemed surreal. I've seen some stuff, but nothing like the hard whipping tales from across the pond (US), and nothing outside of Swedish laws. That doesn't mean you can't bypass laws and play dirty, stories have been told, but I haven't really seen anything forced in that sense.
I do believe the industry as a whole may have gotten better, that's my gut feeling and hearing from friends in different studios. But crunching is such an american way of working, and there's a LOT of american influences in the industry. I don't think it's going away completely any time soon, especially not in the US. But many of the kids who made games, crunching away in the beginning of 2000 have kids of their own now (and for some time probably), I think that's part of what pushes the industry to grow up as well. If you're looking to join a certain studio, it can always be worth digging around a bit, and see what the policies are during ev. interviews etc. Perhaps not too aggressively, but yeah, keep an eye open!. :)
Salaries;
Not quite sure tbh, but I recently heard stories about QA being extremely underpaid (as usual) and taken advantage of. It really sucks that it's like that... also, I imagine that the wage gap between junior and senior (still) can be ridiculous, but yeah, that's the way it goes I suppose. If you want to be sure to have a decent income, be sure to hone those programming skills. That's still the core and foundation of most studios, and even as f.ex. a designer, good programming knowledge likely will come in handy!
Pushing games before "complete";
Kind of a tough one. Making MP-games is always a hoot at release, suddenly the "testing grounds" grow from maybe a few hundred or thousand people to potentially millions of users. There's going to be server problems to work out, there's going to be bugs of all sorts that no one have seen before... but there's also a difference between a game that's lacking a bit of testing, and a game clearly pushed out only to meet a deadline. MP games in particular I believe you should always expect patchwork, and a good shape up 1-3 months after release or so.
In terms of dev-satisfaction... you'll no doubt have your own/your disciplines specific deadlines to meet. If you do that well, you may still have a bad product on your hands, but at least your work was well done... it can be like that, or the other way around, or all just shit, I guess. Working with VO, you're one of the last ones to touch a game - at least if it's supposed to be localized. At Dice, I was one of the absolute last designers to implement stuff before only programmers were allowed to make final optimizations and bits and pieces in order to make the game ship properly.
IMO, the best game I worked on was hands down Battlefield 1. We had more time to work on that one than any other game I've worked on, and the development was IMO as it should be - a bit hectic at the end, sure, but I didn't have any crazy amounts of overtime, most of us didn't. From a dev-perspective, I'm pretty sure many of my former colleauges would agree. It was a pretty polished game out of the box, IMO. But, yes, there were networking issues and all other crap a large MP game most often deal with...
I guess one change that may have crept in a devs vocabulary is "we'll patch that later", or "the game isn't complete without the zero (or first day) patch" or similar. But IMO, that's to be expected. A single-player game I'd have different expectations of however, but even that depends on what game it is - massive RPG's are more difficult as there's bound to be more shit that can go wrong, compared to a rather linear experience.
But yeah, I think you almost have to be on the inside and have an opinion if the studio is doing right/wrong/being pushed to release before completion or whatever may be the issue for an incomplete game. If anything, I personally have a lot more lenience and patience with games not being fully completed, knowing there can be a large number of problems that led to the state of the game. Not fixing after several months is a different story, however.
Anyway, long read, hope there's at least something in this wall of text that's of interest. :)
Also, sorry for slow response, depending on RL I'm not on NG every day nowadays. Unfortunately. :( It goes in waves. :)