Why is crunch culture prevalent and accepted in the vid… — Transcript

Explores why crunch culture is prevalent and accepted in the video game industry, examining economic, cultural, and corporate factors.

Key Takeaways

  • Crunch culture is deeply ingrained and normalized in the video games industry.
  • Economic and corporate pressures largely drive the acceptance of crunch.
  • Developer passion and historical precedent contribute to its persistence.
  • There is a distinction between manageable 'good' crunch and harmful 'bad' crunch.
  • Industry awareness is growing, but systemic change remains challenging.

Summary

  • Crunch culture refers to periods of intense, often unpaid overtime work to meet project deadlines in game development.
  • Despite its negative effects, crunch is widely accepted and normalized within the video games industry.
  • A 2021 survey of Canadian game developers showed 35% experienced crunch, with 58% undergoing crunch more than twice a year.
  • Economic constraints and developer passion create a cyclical system that perpetuates crunch culture.
  • Historical analysis of developer magazines (2000-2010) shows crunch is seen as a commitment to quality games.
  • Industry veterans view crunch as embedded in the culture due to its long-standing presence since early game development.
  • Corporate pressures, such as fixed release dates and investor expectations, often enforce crunch periods.
  • CD Projekt Red's Cyberpunk 2077 development highlights both crunch and delays, sparking media backlash and debate.
  • Researchers distinguish between 'good' crunch (self-directed, short-term) and 'bad' crunch (externally forced, exploitative).
  • The video includes perspectives from industry professionals and academic research to provide a comprehensive view.

Full Transcript — Download SRT & Markdown

00:01
Speaker A
Why is crunch culture prevalent and accepted in the video games industry in particular? Is it an inevitable consequence due to the nature of the industry? The term crunch in this instance refers to periods of intense work, often involving unpaid overtime aimed at accelerating project completion. Despite its widespread recognition as a problematic practice, it persists, suggesting a deeply ingrained cultural acceptance within the games industry. While the necessity of this practice is frequently questioned, there are also voices both in the games industry and the community that think that this practice is not only necessary but is the only viable option to make quality titles. How prevalent is crunch exactly in the video games industry? A team of academics at GameQ set out to analyze just that. In partnership with the International Game Developers Association and Western University Canada, they made research on practices relating to crunch in the games industry in Canada. The survey conducted in 2021 showed the following: among the game developers working in companies, 32% reported working overtime and longer hours during the work, and 35% of them confirmed that they experienced crunch time. When it comes to hours during crunch time combined, a total of 55% of employees work for more than 50 hours a week, and in the past two years, only 11% reported that they had undergone crunch time once. Sixteen percent reported two crunch periods per year; however, a staggering 58% reported having undergone crunch more than twice. In the survey, 43% of the respondents felt that the crunch was expected as a normal part of their job, while only 40% disagreed. Why is crunch accepted as normal in the games industry? Several possible reasons could be cited for this; however, primarily it could be that the economic constraints of game development and the passion of the developers themselves inadvertently created a cyclical system of crunch. An article published in the International Journal of Research into New Media Technologies researched this by analyzing 125 game developer magazines published between the years 2000 to 2010. It observed that many developers not only accepted crunch as a norm but actually realized it as a sign of their commitment to producing high-quality games. Nearly every postmortem the researchers analyzed that discussed crunch also included some form of "ends justify the means" rationale. This tournament in particular would mean normalizing crunch as history because growing and contributing to a cultural environment, crunch is a normal and accepted practice. Speaking at the 2012 Game Dev Conference, Graham Deine said that improper production planning and scheduling led to a 41-day crunch, the team working 18 hours a day to get the game to its finished state. Reflecting on the crunch-heavy development, he had this to say: "Crunching still sucks, and it's incredibly expensive. Not only, you know, an hourly contractor hours but incredibly expensive on your soul, on your families, on everything. So, a lot we did wrong in this game, but I think the end result, when you look at the game, the game turned out fantastic. I'm not sure that the journey was always fantastic, but it's the end result that counts." Find Out More spoke to Joshua Dawson, 3D character artist working in the industry for the last two years, as JW, his opinions on the discourse that surrounds crunch and what he observed during his time in the industry. It has been around in the industry, I think, since games were being done. I mean, you look back to any of the old popular games like Halo. Those games, if you watch some of the old interviews, like the old documentaries about them, they all had times where they were like, "Yeah, we have like a year to get the second game done," and those had heavy crunch periods. "It's important for us to get excited about what we get done for E3 because we need to build that excitement up and go, 'God damn, we have a lot of work to do between now and E3.'" I think it's really important to be ambitious. I think it's important to have more balls in the air than you can catch at the end when it all comes down to it and you have to ship a game, but certainly, you can go too far. It has always kind of been around, and I think that's why it is kind of embedded into the culture of the industry because there are still people who work in the industry that have worked here since the first ever few games were coming out. So those guys are used to it; they've been through it, they've done it. Joshua then spoke how things can change during production and how crucial product release dates can be to a company. A lot of things happen during that time. Things change, ideas change. They could get a couple of months left to the project and be like, "Actually, we really don't like the idea of this. Can we completely change it?" And it's like, they still have that, like, "Okay, we have this release date." A lot of games have moved on to the whole kind of delaying games. CD Projekt Cyberpunk is a great example of a game that got delayed to hell and back. Cyberpunk 2077, the highly anticipated game from CD Projekt Red, has had its development marked by periods of crunch time. Despite the crunch, the game faced multiple delays. This brings me to another major factor that can influence the acceptance of crunch, in particular, the corporate processes that directly or indirectly build crunch into the equation to capitalize on its benefits. It all depends on company to company. From a business standpoint, obviously, you’ve got to make money, and so a lot of the times it's like it has to be released on that certain date; otherwise, the company either loses investment or they can't afford to carry on keeping the game in the investment cycle. Held in January 2020, the CEO of CDPR, Adam Kicinski, confirmed that there will be crunch to some degree during the final stretch of development. However, looking through the reporting on the game's development in 2020, the reports of crunch could be seen following after every delay. The implementation of crunch at CDPR was met by significant backlash in the media. However, there were other journalists who saw the issue under a different light. "There's a really important difference though with CD Projekt Red: one, the compensation is above and beyond what they're already getting; two, it's a short-term before launch; and from what I understand from talking to a few people there, there was a discussion on, 'Do we want to delay the game again or do we want to do this?' And from what I heard, it was a mass majority saying that they agreed to the six-day work week. Also, the Polish working system and cultural attitudes towards employment is very different than how it is here. Everyone I've talked to that's over there has not seen it as a crunch." In an article published in the journal New Media and Society, the researchers discuss the trends and general discourse that surrounded crunch. In their analysis, the researchers noted that crunch was seen as good if it was self-directed and carefully managed, in contrast to bad crunch, which is externally driven and can sometimes be forceful. Citing Cyberpunk as an example, they note that the idea that crunch may be necessary for good game development has been accepted into the game culture more widely. They also say that devs need to recognize that good crunch is at best only a moderate improvement over bad crunch and at worst the same thing in a prettier package. "Yeah, I understand that sometimes a company could take advantage of your kind of your passion and use that to be like, 'Oh, do you mind just working a bit?' Obviously, it's different for each company. I've not ever experienced it, and I don't really know anyone else in the industry who has at the companies that they work at. But I know it can be different for other companies. I know other companies can take a little bit of advantage of certain people being like working a bit of overtime but never really giving anything."
00:17
Speaker A
accelerating project completion despite its widespread recognition as problematic practice it persists suggesting a deeply ingrained cultural acceptance within the games industry while the necessity of this practice is frequently questioned there are also voices both in the games industry and
00:32
Speaker A
the community that think that this practice is not only necessary but is the only viable option to make quality titles how prevalent disc crun exactly in the video games industry team of academics at gameq set out to analyze
00:47
Speaker A
just that in partnership with the international game developers Association and Western University Canada they made research on practices relating to Crunch in the games industry in Canada the survey conducted in 2021 showed the following among the game developers working in
01:02
Speaker A
companies 32% reported working overtime and long ERS during the work and 35% of them confirm that they experienc crunch time when it comes to asor during crunch time combine total of 55% of employees work for more than 50 hours a week and
01:21
Speaker A
in the past two years only 11% reported that they had undergone crunch time once 16% reported two crunch periods per however a staggering 58% reported having underground crunch more than twice and in the survey 43% of the respondents
01:39
Speaker A
felt that the crunch was expected as a normal part of their job while only 40% disagreed why is crunch accepted as normal in the games industry several possible reasons could be cited for this however primarily it could be that the
01:54
Speaker A
economic constraints of game development and the passion of the developers themselves inadvertently created cycal system of brunch an article published in the international Journal of research into New Media Technologies the research is by analyzing 125 game developer magazines published between the year
02:12
Speaker A
2000 to 2010 observed that many developers not only accepted crunch as a norm but actually realized as a sign of their commitment to producing highquality games nearly every postm of the researches analyzed by discuss crunch also included some form of ends justify
02:31
Speaker A
the means rationale this tournament in particular would me normalizing crunch as his TI because growing and contributing to a cultural environment brunch is a normal and accepted practice speaking at the 2012 Game Dev conference Graham deine said that
02:48
Speaker A
improper production planning and scheduling led to a 41-day crunch the team working 18 hours a day to get the game to its finished State reflecting on the crunch heavy development he had this to say crunching still sucks and it's
03:03
Speaker A
incredibly expensive not only you know an hourly contractor hours but incredibly expensive on your soul on your families on everything um so lot we did wrong in this game but I think the end result when you look at the game
03:15
Speaker A
game turned out fantastic I'm not sure that uh the journey was always fantastic but uh it's uh the end result that counts find out more spoke to Joshua Dawson 3D character artist working in the industry for the last two years as
03:32
Speaker A
JW his opinions on the discourse that surrounds Crunch and what he observed during his time in the industry it has been around in the industry I think since since games were being done I mean you look back to any
03:47
Speaker A
of old popular games like Halo you know th those games if you if you watch some of the old interviews like the old documents uh documentaries about them they all had like times where they were like yeah we have like a year to get the
04:01
Speaker A
second game done and like those have like heavy crunch period it's important for us to get excited about what we get done for E3 because we need to like build that excitement up and go God damn we have a lot of work to do between now
04:14
Speaker A
and E3 I think it's really important to be ambitious I think it's important to have more balls in the air than you can catch at the end when it all comes down to it and you have to ship a game
04:25
Speaker A
but certainly you can go too far it has always kind of been around and I think that's why uh it it is kind of embedded into the culture of the industry because it's kind of there are still people work
04:38
Speaker A
in the industry that have worked here since like the game like the first ever few games were coming out and so those guys are used to it they they've been through it they've done it Jos then spoken how things can change during
04:49
Speaker A
production and how crucial product release dates can be to a company a lot of things happen during that time things change uh ideas change uh they could get a couple months left to the project and be like actually we really don't like
05:02
Speaker A
the idea of this can we completely change it and it's like they still have that like okay we have this release date a lot of games have moved on to the whole kind of delaying games CD project cyber is a great example of a game that
05:16
Speaker A
got delayed to hell in the back cyberpunk 2077 the highly anticipated game from CD project red has had its development marked by periods of crunch time despite the crunch the game faced multiple place this brings me to another
05:32
Speaker A
major factor that can influence the acceptance of crunch in particular the corporate processes that directly or indirectly build crunch into the equation to capitalize on its benefits it all depends on company to company as a as a business standpoint
05:49
Speaker A
obviously got to make money and so a lot of the times it's like it has to be relased on that certain dat otherwise like the company either loses investment or they can't can't afford to carry on keeping the game in the invest of call
06:03
Speaker A
held in January 2020 the CEO of cdpr Adam kazinski confirmed that there will be crunch to some degree during the final stretch of development however looking through the reporting on the games development in 2020 the reports of crunch could be seen
06:18
Speaker A
following after every delay the implementation of Crunch at cdpr was met by significant backlash in the media however there were other journalists who saw the issue under a different there's a really important difference though with CD project red one the
06:34
Speaker A
compensation is above and beyond what they're already getting two it's a short-term before launch and from what I understand from talking to a few people there there was a discussion on do we want to delay the game again or do we
06:46
Speaker A
want to do this and from what I heard it was a mass majority saying that they agreed to the six day work week but also the Polish uh working system and cultural attitudes towards employment is very different than how it is here
07:00
Speaker A
everyone I've talked to that's over there has not seen it as a crunch in an article published in the journal New Media and Society the researchers discuss the trends and general discourse that surrounded crunch in their analysis the researchers noted that crunch was
07:15
Speaker A
seen as good if it was self-directed and carefully managed in contrast to bad crunch which is externally driven and can sometimes be forceful citing cyberpunk as an example they not that the idea that crunch may be necessary for good game development has been
07:31
Speaker A
accepted into the game culture more vly they also say that Dev need to recognize that good crunch is at best only a moderate Improvement or badrun and at worst the same thing in a prettier package yeah I understand that sometimes
07:45
Speaker A
a company could could take advantage of your kind of your passion and and use that to kind of be like oh do you mind just working a bit um obviously it's different for each company like I I've not I've not ever
08:00
Speaker A
experienced it um and I don't really know anyone else in the industry who has the companies that they work at uh but I know it's I know it can be different for other companies I know other companies can take uh a little bit of advantage of
08:17
Speaker A
certain people being like working a bit of overtime but never really giving anything to them it's more like I feel like it's a trap that I would like really easily fall into because I love working and like really pushing myself I
08:31
Speaker A
was very I very much the same when I first started one of my producers turn around to me and was like no no no literally don't worry like as soon as as soon as 5:30 hits like you forget about
08:42
Speaker A
it as much as you love your job it's like you still got to remember that 53 kits that's the end of the day you don't get paid after that and so you you don't you don't really think about it you do
08:52
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have to shut yourself off so developer driving ideals like un justify the means which are rooted in passion and the industry's origins plus The Wider accepted idea of good crunch over bad crunch driven by corporate and economic agendas which in
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turn is echoed by The Wider Community appear to be the main factors that contribute to the prevalence and acceptance of crunch in the games industry so thus begs the question is crunch inevitable in the games industry behind the set Coster CE of the
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game GE Scot Shan andig not necessarily the stresses that we all take for granted as a normal part of game development are not normal they are the result of bad development practices our industry is caught in a loop but we
09:42
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don't have to be Coster during his GDC talk spoke on the yearlong continuous crunch that he and his team went through and in order to tackle it they implemented a system of dev's principles which according to him not only
09:56
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eliminated crunch entirely from the production but also improved overall productivity of the development team after making a diagnosis of their old production pipeline they implemented a development strategy that followed these three principles Master the flow of work amplify feedback loops iterate and learn
10:18
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in a similar light Marx suggests an action plan to tackle crunch that involve forecasting continuous monitoring testing and Resource Management methodologies she also suggests is implementing a centralized resource calendar where employee workouts are considered and treated as a
10:35
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finite resource speaking to Euro gamer Sheldon carto CEO of digital extremes the studio behind Warframe says that they avoided crunch by following a business model that treats development as a marathon rather than a Sprint you know if you're looking at
10:53
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everything all at once you're going to be you're going to get stressed you're going to be like oh my God what's going on you're overflowed with all this Su but if you just take Things One Step at time you're not going to get stressed
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Speaker A
because you just like just remember that you can't do everything all at once just a bit by bit and then once you once you start doing everything bit by bit it gets done crunch culture today in the games industry in essence is a mutated
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product of old and outdated systems stemming from the industry's obvious Origins however it is clear that with a system of develops principles and strict Resource Management methodology punch can be mitigated and if possible completely eliminated
Topics:crunch culturevideo game industrygame developmentovertime workgame developer surveyCD Projekt RedCyberpunk 2077work-life balancegame productionindustry culture

Frequently Asked Questions

What is crunch culture in the video games industry?

Crunch culture refers to periods of intense work, often involving unpaid overtime, aimed at accelerating game development to meet deadlines.

How prevalent is crunch among game developers?

A 2021 survey found that 35% of Canadian game developers experienced crunch, with 58% undergoing crunch more than twice a year.

Why is crunch culture accepted in the games industry?

Crunch is accepted due to economic constraints, developer passion, historical precedent, and corporate pressures to meet fixed release dates.

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