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[In this Gamasutra opinion piece, Spark Unlimited co-founder Dave Prout approaches the oft-discussed topic of crunch from a different angle as he searches for the root cause. "When a team is already in production without a compelling, fun gameplay experience, it's in trouble," he says.]
Enough about Work/Life Balance
Before I begin my descent into what some might call an untimely piece, given the economy, let me start by saying this article is not about quality of life. Enough has been written on that aspect of crunch: the colorful legal history, the unhappy spouses, and PR debacles. In spite of this, the practice remains embraced to lesser or greater degrees by the vast majority of the industry.
For the purposes of this article, I'm defining "crunch" as "compulsory unpaid overtime". Time voluntarily given from passion and enthusiasm is not compulsory, and working hard on games we love is not a crime. I'm talking about the practice and reliance upon mandatory sustained overtime, working 80+ hour weeks for a month or more, with little or no weekend time.
Productions which employ crunch have deeper problems lurking in the darkness, which are far more damaging to our industry, and imperil its future.
I'll endeavor to touch on some of these, home in on their root cause, and present some solutions which can improve our course by making our games more fun, reducing budget overages, improving our forecasting, retaining our brain trust, and of course, reducing crunch -- all to the end of making our industry stronger in the short- and long-term.
"But, it's all about Creative Passion..."
While espousers of crunch often equate it with creative passion -- a necessary duty, a sacrifice shouldered in the realization of a nascent gaming opus -- I grow increasingly skeptical.
Any project, enshrined in the pregnancy of its own importance, is able to distort the realities of its true value to the world, skew the definition of success for team members, and inflate the supposed creative caliber of team leadership. Not all games are game-changers.
Nor is crunch correlated with hit titles. Now, crunch is certainly used by highly successful studios, but it's also employed on three-month-production shovelware. Crunch might help a sucky game suck a little bit less, but really... said game will still suck. Put another way, crunch doesn't make a game not suck.
But despite the arguments against it, crunch certainly continues to happen. So what causes it?
I suspect that many production-line developers intuitively grasp some core indicators: the production didn't get serious enough, fast enough. There was too much feature-creep. Early turnover killed the momentum. Gameplay wasn't proven until too late.
Crunch happens to the most well-intentioned of us. Having been a production artist as well as a project manager, crunch has certainly happened on my watch, and I can honestly say that in the back of my mind, just knowing the crunch option exists is a warm comfort in the unpredictable hell that game development can sometimes be. When the creative lead is saying "it'll be done when it's done" and the brass are saying "this quarter is your last chance", crunch is a relieving fallback for a project manager, and to consider life without it seems tantamount to assuring project failure.
However, I have to confess, the practice itself feels like something of a cover-up. Death-marches are rarely forecasted, and the overtime they feed off of isn't tracked. Instead, crunch is heralded by its implementers as the price of entry into our truly amazing industry. Common practice or not, one cannot make good faith assurances to an investor regarding budget and date targets, if said assurances are dependent upon significant, but unknown, quantities of free labor.
I posit this: if you hear of a studio that is on a death march, it's a good bet the project leadership doesn't know what it's doing, because it doesn't know what it's making. It doesn't know what it's making because the gameplay experience hasn't matured into demonstrable, compelling fun. And if it hasn't achieved fun, then it entered production too soon, and the leadership is investing blindly in the project.
Investing blindly in the project means lots of money wasted developing lackluster features that never even succeeded on paper. Bad ideas make it in, cuts are handled sloppily, and the project's costs balloon to try to contain a project spiraling out of control.
In the end, the game isn't as good as it might have been. It cost far more than it should have. The team is burned out (and facing probable layoffs). The project leads are probably considering leaving the industry. The investors feel burned by the project's performance and look for other places to spend their money.
For the game and the studio, it's a lose-lose-lose. For the game industry, these projects are mortal wounds that have devastating and lasting effects.
Let's back up to the root cause of all of this. When a team is already in production without a compelling, fun gameplay experience, it's in trouble. Crunch is a symptom of the root cause of premature production; by resolving premature production, the need for crunch will massively diminish.
In film and television, if an early treatment was suddenly plunged into full production, it would be considered a catastrophic failure of the development process. In the game industry, when a fledgling creative vision is suddenly staffed with talent, it's considered ensuring success. This is a fundamental fallacy in our thinking.
An unproven creative vision is not helped by prematurely burdening it with a production team, which waits around for something to do. When that happens, creative development slows as the preproduction team is forced to manage the production team. The new voices second-guess the direction before it's had a chance to mature. The larger team's burn rate makes executives anxious. Pressure to produce demonstrable results draws political boundaries. The creative vision holders are pushed to compromise, and development becomes reactive, rather than proactive.
In reactive development, crunch comes quite naturally. At this very moment, there are productions for which this situation is a true fact. Is it any wonder why we, as an industry, still employ crunch?
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Since crunch was inevitable, I made it manageable by limiting the amount of time I should crunch. I conditioned myself to spend 3 almost-sleepless days prior to deadline for crunching, and it worked out for the most part. If I was too exhausted to crunch, I could relax knowing that the project was ready for presenting, though it was what I would consider rough.
That being said, the root of crunch is not in planning, but in the nature of a creative process. The only way to combat crunch is to limit the amount of time you allow crunch to occur. Crunch should never be spent on making a game playable; it should be submittable prior to crunching.
I hear ya. "First Playable" and "Vertical Slice" approaches were created to mitigate similar risks, but in practice, the fun factor typically isn't prioritized high enough to address it's importance as a risk.
I agree with you -- if we were able to focus on the fun instead of being distracted by lesser risks, our projects would be better for it.
That said, I have been in the game industry 11 years and the entertainmnet industry more than 20 years and I have yet to be a part to mandatory crunch of the type described in this article, it isn't a necesarry evil it's a failure on managements part to do what they are specifically hired to do.
If anyone has followed any of my posts on this site lately or chatted me up, they'll know that management is my soapbox, and this is a huge reason why. I only hope that those who are employed now in management in our industry are learning from this article's sage advice. I totally agree that things will change soon one way or the other. It'd be a shame to see things change because it breaks so bad it's inoperable.
Overall I need to give you praise for recognizing that fun factor and assessment/forecast/planning of all risks are so important. Making a game shouldn't be a gamble like it is. Making a decent game and breaking even should be fairly straightforward. Not some mystic art.
I'm in the planning stages of a project and as much as many of what is mentioned should be common knowledge, we sometimes overlook many things while in a rush to realize our dreams. I will keep the article close at every stage of my project. Thanks for sharing.
WOW is that true on every facet
I do have a comment about crunch as free labor. Is it really free labor? I know many developers are salary, but QA is often hourly. Every change or line of code entered results in more hours of testing. Testers hitting double time during crunch can't be good for the bottom line. Especially if that double time is spent waiting for that next "perfect" build.
It's worth noting that unlike games, film and TV have the various labor unions as a check & balance - even today when there's a lot of non-union work going on, the union's standards and rates still give non-union workers a benchmark to work from with production companies. Going into crunch on a union TV show would result in astronomical overtime costs, and even non-union workers generally won't work overtime without pay, so it just isn't done.
Another big contrast between games and filmed entertainment is that in games, we keep redesigning the "camera" for each new project, as the platforms get more powerful - although obviously in film there's been a lot of tech upgrade lately, e.g. Avatar. Still, filming tech hasn't drastically changed in decades, so they've been able to work with a reliable core technology and streamline the workflow around it.
The equivalent in the game biz would be to decide to *never* produce a game using the latest level of hardware/software engine technology. You'd only develop on the previous generation's stable, reliable tech. This philosophy is followed by NASA; it's why the Shuttles' main computers used '70s-level hardware, which was a known quantity in function and reliability. I don't know if this is actually possible in the cutting-edge-addicted game world, but there should be some effective ways to choose which parts of your tech to hold back to "stable, reliable" builds and which to advance.
Professional-level project management like the kind that exists in industries like construction would help the game biz a great deal. There's tons of excellent management training available here in the US, I'm kind of boggled at how game co's don't take advantage of it.
Why you almost sound as if you've worked on such a project!
Robert your fired.
Damn it. No constitutions boss?
None. But don't worry, son. It's all for creative purposes for our project "Space Marine Collection Of War and Play X10". ;)
Great article.
I'm not sure exploiting is the word I'd use, but I absolutely agree that the primary reason that crunch still happens is because the people involved never refuse to do it. For the common employee to refuse to do crunch means they might risk their job, or worse, the jobs of everyone at the company if they can't meet their milestones. In fact, they might even get a reputation as an undedicated employee that could hinder their chances of future employment.
The root cause as I see it, is that too much is being asked of the entire industry based on the amount of money involved. It's easy to blame the manager that signed off on a contract with unrealistic deliverables, but if he/she didn't, some other company probably would have.
So here's the question that must be asked: are you willing to risk your job/employer in order not to do crunch? Because expecting the same amount of money to produce the same kind of results in fewer man-hours is pretty unrealistic, isn't it?
It's not unrealistic if current project management or production methods are wasting 30-50% of your dev cycle's billable hours. Believe me, there are companies where this is happening (and not just in the game business). With more effective practices and as the writer says, commitment to key elements early in the process - which is when thrashing is cheap, at the beginning - you really can get the same or better results in fewer logged hours because the hours are more productive hours.
Of course that still doesn't help the problem you mention about studio management bidding too low to ever actually finish the job without unpaid labor, even given good practices. That's more of a systemic problem within the industry, which is outside the scope of this article. I think the writer here is thinking within the terms of a game both the publisher and the developer care about and want to do well; there are a lot of projects where both pub and dev know they're making a marginal product and don't care about it except in terms of shipping it and getting paid.
Of course, if you're crunching on crap shovelware that you're not even trying to make a good game out of, you've got a lot of other problems... yikes.
@Jeff Zugale -- "It's not unrealistic if current project management or production methods are wasting 30-50% of your dev cycle's billable hours."
Nicely put. Your points regarding film and television are good too; the industry is starting to have some dependable tech standards, but I agree the hardware is still evolving too quickly to stop thinking about new engine development. And, while I'm not a proponent of a labor union for the game industry, I think it's time for an industry-centric healthcare solution to help us during the downtime between projects.
To me, crunches could be alleviated to some extent by increasing the production time. While time is a hot commodity, if publishers could learn to set milestones that are more spread out and announce games when they have a near solid foundation for the game, it would ease up a bit on the devs and allow more time for polishing.
1. Pure business mentality to extract as much value out of employees as possible.
2. Poor project management skills.
3. Fact that games development is software development at heart, requiring an iterative process.
4. Passionate employees who value making games more than principles of economic fairness.
5. Limited ability or desire to find alternate employment.
6. Tech ever-flux.
7. No union.
8. The creative process being addictive, especially when you love what you create.
9. Belief that crunch is inevitable.
10. Game design's lack of mature, academic foundation, as opposed to say, software engineering.
11. Supply and demand -- plenty of fan boys are eager to sell their souls to get your job.
Interestingly, all of the above reasons also account for the sub-par salaries earned in this industry.