Scheduling software is hard: granted! But do we see 90 hour crunch on every single shipping product in the US software industry? No, that's ludicrous. Do we see 90 hour crunch on substantially every shipping software project in, I don't know, the Japanese software industry? Oh we do! Curious! Does that industry also write schedules which assume crunch? I mean it sounds far fetched but no, literally in the design document written in the first week of a three year project there are exhortations about how understaffed we are (Why?) and how tight he schedule is (Why?) and how required heroic efforts are (Why?). And does the Japanese software industry hire people with poor boundary control and ruthlessly inculcate lower boundaries? Great Scott it does!
Crunch in the video game industry is not an accident. It is a policy. Do not work in video games.
The metric for measuring the success of software on the other hand is directly proportional to the amount of functionality it implements, as defined in the requirement spec. These totally different goals for development are the reason the industries are so different, and why one is harder to plan for than the other.
Some of the most successful games aren't really much fun for the most active players, such as MMORGs and free-to-play mobile games. They seem to succeed more through triggering addiction and a sense of competition amongst players rather than providing an enjoyable experience.
I've written about this before. [1]
And it's not just the gaming industry.
I am involved with 10 projects right now (way more than my usual load). 1 of them has a reasonable schedule (though my component is sort of aggressively scheduled), 3 have completely ridiculous schedules (from day one requiring overtime and weekend work to complete), 1 has stupid political nonsense going on which makes it a complete cluster that is making the timeline silly, 2 others are being rushed in phases, since the timeline was stupid to begin with, 2 others are crunched because they are related to the 3 that have stupid timelines (forcing the team to split in to 5 different teams and work in parallel) and the last one is being finalized but had some pressures on my component, which rushed my work.
So, anecdotally, 90% of the projects I am involved in currently have issues with their scheduling.
As I have been involved with software/hardware development since 1995, my experience suggests this is nothing new.
The suggestion that "scheduling is hard", no sh*t Sherlock, that's why you don't hire a 20 year old Producer who did one title at this last company.
No, as a manager it's your entire job to make sure stuff like this doesn't happen. How did you let the project lead get into this situation? How irresponsible was it to basically gamble - not just with money, but with other people's time and careers - that the project would be on schedule? "Oh, but that's the way games get made." Right, so now you're just normalizing deviance.
And yet, somehow, videogames still manage to be worse about scheduling and effort estimation than pretty much any other kind of software system. Why is that? Why do managers of video game development teams feel like their industry is a special snowflake in software, that it's not bound by the same constraints as enterprise CRUD apps?
EDIT: Literally every point he brings up regarding feature creep and estimation applies equally to enterprise CRUD apps. So as bad as estimation for enterprise applications is, I never hear about people working 80-hour weeks for years on end to bring Widget Planner 3.55 (Now With Fruble Support!) to fruition.
The Nirvana Fallacy, in other words. Because it's not perfect, it's worthless.
Of course perfect estimates are impossible. You need to make them anyhow. And if you don't make them explicitly, you'll make them implicitly, and they'll be worse.
That's not unique to game development. Or software. Or any industry, really.
> The second problem is that the industry does not pay for reasonable estimates, they want imperfect unreasonable estimates which are very conservative with which to beat the employee or the contractor over the head with to force overtime and crunch.
Of course, but that's because the estimate is not being treated as an estimate. It's being treated as a plan, or a goal.
I read a book called Industrial Megaprojects in which the author, talking about civil and industrial projects on a gigabuck scale, lamented the same problems.
Favorite quotation from this article. So much insanity and stress flow from this.
But hey, this is a team. We're all in it together. If things go wrong, count on my support ... unless it means you'll miss your deadline. What kind of loser-idiot misses their deadline? I asked you how long it would take at the start! Why didn't you tell me six months ago it would take three additional weeks? Let's try this again: how long will it take to finish level 9? I think you know the right answer now, don't you?
Shipping successful products on time and in-budget is not rocket science! The right people are out there...you just have to hire for it.
If only the planning for these projects started in say, October? But no, in October the team is still dealing with the fallout of the poorly planned projects of the current year.
You can do a hell of a lot to just pay workers overtime - people in the film industry in LA may work overtime, but if they go overbudget it comes out of the show runners cut. In software overtime is just free time, and they'll squeeze you out like an orange and replace you with a new fresh eyed person when you can't go anymore.
Thankfully, in many European countries software development is under the same rules as any other job, and one is entitled to get either free time or money form those extra hours.
Granted not all companies play ball, but then one can make them play ball, if they feel like getting some external help from either unions (we have IT unions) or lawyers.
As patio11 mentions elsewhere in this thread, schedule crunch, except for the very first time, is a deliberate decision.
Voluntary crunch leads to a culture of overtime. You won't be considered a "team player" if you decide that you don't want to spend weekends and extra hours in an industry where you make 40% less than your peers.
I feel even stronger about this after having a kid. There's no way I'm destroying the relationship I have with my family for your product. I saw it again and again when I was in the industry(at least 3 divorces on the last project I worked on) and I'll never go back.
He's true that voluntary crunch is less worse than mandatory but it still has a negative impact.
http://gamasutra.com/blogs/PaulTozour/20141216/232023/The_Ga...
Unless you're saying that you saw three divorces caused by a project where nobody worked any overtime until the last few weeks, you're attacking a straw man here.
> Perma-crunch is stupid and destructive, but voluntary crunch by people who are trying to push the medium is a good thing. Hard work is not bad or evil. Great things can happen when you’re willing to push.
The thing with voluntary crunch is it becomes institutionalized and part of your company culture. If you don't pitch in you're managed down and out since there's always some poor soul willing to do your job.
At least until they burn out in 3 years(look up the Gamasutra GameDev Salary, average tenure is just under 3 years).
That said some of the best people we hire are ex-gamedev.
In the industry you're trying to find the intersection of sane hours, good pay and stability. If you're in the top 5% of studios you might find that but a large majority of people never even see one of those 3 things.
It's wild profits undermine my point slightly, granted, but games like duke nukem forever suffered hugely from When It's Ready, poor expectation management, and final products ultimately not living upto the hype.
Consider the costs of crunch. The quality of work diminishes. Morale diminishes. Stress rises, personal lives are negatively affected. People become bitter about their employers. People become depressed. And so on. And this is true even when crunch only happens sometimes, or even rarely. As a consequence of all those things sometimes you lose good people. Some of them seek greener pastures, and often these are the most talented and experienced people. Why? Because they have the easiest time finding work elsewhere and often they know how valuable they are and don't like being abused and misused. Especially if crunch involved doing work that wasn't a good use of their abilities and talents, which is very often the case. Also, sometimes people burn out, and either leave or stay while still being burned out, and you lose a lot of talent that way too.
All of this talent loss and destruction has a real, tangible impact on the company. It becomes harder to execute on things, especially challenging projects. But the thing is, none of this is objectively obvious right away, it takes time, often years, for it to become apparent. And because of the tendency for every project to be unique in its own way, it can be hard to pin the blame for diminished success on these things, unless you were already convinced of the idea already.
This is a huge problem, because it means that companies which crunch too much, which in game dev is almost all of them, are constantly losing high-tier talent as well as losing team cohesion (and talented, gelled teams is how you get shit done in software and in games). That means everything is operating all year round not only at reduced capacity and capability (lower development velocity, lower quality, etc.) but also at a less advantageous ratio of output to cost (talented devs and artists are worth vastly more than they are paid, as are gelled teams). And that's aside from all of the talented, experienced people who won't work for you because they refuse to tolerate the working conditions.
All of that adds up to much, much larger costs than the meager seeming advantage that occasional crunch gets you (and permacrunch gains you nothing).
The reality is that the reason why crunch is still tolerated is because there is too much eagerness to be in game dev. So many people view it as their dream job, and that means they tend to tolerate a lot of bad behavior from their employers, especially when they're younger. By the time they grow tired of it and move on or burn out there's going to be a dozen, a hundred, or a thousand other engineers just chomping at the bit to take that spot and fulfill their dreams too. A lot of managers in game dev don't see anything but headcount and dollar signs, and it's so much easier to con some eager beavers into crunching their way to ship something that's good enough than to take the time and effort to get it right.
Same thing applies to acting and production jobs in film/TV/theater.
We all wanna be where the magic happens.