Is mandatory overtime an integral part of game development or a systemic issue that should be completely eliminated? Where would you even start?
Originally posted 4/21/16
On todayâs episode of our podcast, Kotaku Splitscreen, industry veteran Matthew Burns (Destiny, Halo) joins us to talk about the nuances of âcrunchââgame parlance for forced unpaid overtimeâand how it fits into game development.
Last weekend, DirectX co-creator Alex St. John wrote a Venturebeat article lambasting game developers who complain about wages and hours, writing, among other things, âYou need to get an actual job producing productivity software if you want to be paid âfairlyâ and go home at 5 pm.â The article was widely derided, triggering a number of conversations about work-life balance and how the game industry treats its workers.
Like many issues in gaming, crunch has a lot of nuance. There are different types of crunch, different reasons for crunch, and different approaches to crunch. In short, as we point out on this weekâs show, there are no easy answers surrounding an issue like this. (For an in-depth look at crunch, see our feature from last year.)
Todayâs Splitscreenâwhich you can find on iTunes or directly right here (mp3 link here)âalso talks some Disgaea, some Division, and the hypothetical Dark Souls MMORPG weâd all love to play.
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