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tactful's profile
Josh Ling @ Adopt Me!
Josh Ling @ Adopt Me!
Josh Ling @ Adopt Me!
@tactful

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Josh Ling @ Adopt Me!

@tactful

Director of Business Development & Growth @PlayAdoptMe. Prev @Hypixel @IGFestUK. note: put something funny yet deeply relatable before saving bio. He/Him 🏳️‍🌈

UK
playadopt.me
Joined April 2011

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    1. Jason Schreier‏Verified account @jasonschreier 15 Oct 2018

      "No one, junior or senior, is ever forced to work hard," said Rockstar co-founder Dan Houser to Kotaku in a statement today, when asked for elaboration on the "100-hour weeks" comment. Hmmm https://kotaku.com/we-were-working-100-hour-weeks-red-dead-redemption-2-h-1829758281 …pic.twitter.com/M9BNyoigGa

      207 replies 383 retweets 1,554 likes
    2. Steve Kaye‏ @SteveKaye84 15 Oct 2018
      Replying to @jasonschreier

      Jason, you seem hellbent on not believing when a developer says they work long hours out of passion for their project. Is it that beyond the realm of possibility for you? I myself have worked unpaid hours out of passion many times, as I’m sure you have too. Why the “hmmm”?

      19 replies 0 retweets 67 likes
    3. Josh Ling @ Adopt Me!‏ @tactful 15 Oct 2018
      Replying to @tactful @SteveKaye84 @jasonschreier

      As a manager, it's your job to ensure your employees don't overwork themselves. It's a cop-out to say "oh, they are passionate, they want to work". NO! If your workers are working to long, send them home! Give them breaks. Force them to take holiday. It's unsustainable and bad

      3 replies 0 retweets 6 likes
    4. Steve Kaye‏ @SteveKaye84 15 Oct 2018
      Replying to @tactful @jasonschreier

      You’re making MANY assumptions here about the inner workings of Rockstar. All of what you said is speculation, and the 100 hour thing has been clarified by Dan Houser himself in that it actually referred to the higher ups putting in these hours and not the rest of the workforce.

      1 reply 0 retweets 0 likes
    5. Josh Ling @ Adopt Me!‏ @tactful 15 Oct 2018
      Replying to @SteveKaye84 @jasonschreier

      nah, it's based off reports from people who worked on GTA4, GTAV and RDR1, plus the fact the CEO himself said in an interview they were working 100s of hours. His clarification means nothing to me because of their past bad practiceshttps://kotaku.com/rockstar-responds-to-rockstar-spouse-controversy-sa-452580499 …

      2 replies 0 retweets 6 likes
    6. Steve Kaye‏ @SteveKaye84 15 Oct 2018
      Replying to @tactful @jasonschreier

      Again, pure speculation driven by your clear pre-existing dislike of the company based on what you heard about them 10 years ago. “His clarification means nothing to me” says it all. I’m not saying crunch doesn’t exist there. But crunch itself has been demonised as of late.

      1 reply 0 retweets 0 likes
    7. Steve Kaye‏ @SteveKaye84 15 Oct 2018
      Replying to @tactful @jasonschreier

      … is when you feel most like a team, and you feel closest to your colleagues, and not only does it see the project to completion, but it pushes everyone to be better than they thought they could be.

      2 replies 0 retweets 0 likes
    8. Josh Ling @ Adopt Me!‏ @tactful 15 Oct 2018
      Replying to @SteveKaye84 @jasonschreier

      Everyone works overtime, that's not what we're talking about. Crunch is an extended period of expected overtime. On GTA V ex-employees report working 100 hour weeks for a year. On GTA IV, QA analysts were were 24 hour desk swaps. This is totally fucked up...

      1 reply 0 retweets 4 likes
      Josh Ling @ Adopt Me!‏ @tactful 15 Oct 2018
      Replying to @tactful @SteveKaye84 @jasonschreier

      Sometimes near the end of a project you have to come together to finish it, comraderie, yada yada. but truthfully, this should be a last resort + known as a failure of planning, not as an expected part of your job. crunch destroys lives and families. it's not fun...

      3:00 PM - 15 Oct 2018
      • 4 Likes
      • Mr. Three Eros Alex Gaggio 🏳️‍🌈🌹 DevoBallare
      3 replies 0 retweets 4 likes
        1. New conversation
        2. Steve Kaye‏ @SteveKaye84 15 Oct 2018
          Replying to @tactful @jasonschreier

          Anyway I really must sleep now but I’ve enjoyed the discussion. Again, I’m against any sort of forced labour. I just don’t believe it’s as one sided as it’s being made out to be. Would be interesting to hear from employees who’s lives haven’t been ruined by crunch.

          1 reply 0 retweets 0 likes
        3. Josh Ling @ Adopt Me!‏ @tactful 15 Oct 2018
          Replying to @SteveKaye84 @jasonschreier

          That's fair and I understand your points. I guess my closing comments would be that even if people enjoy it in the moment (debatable), over time it burns them out, hence why so many people quit the games industry to work less hours for higher pay. Good talk 👍🏽

          2 replies 0 retweets 1 like
        4. 6 more replies
        1. Steve Kaye‏ @SteveKaye84 15 Oct 2018
          Replying to @tactful @jasonschreier

          Enforced crunch is terrible. I’m not denying that, but seriously, I’m telling you this from much personal experience, sometimes even with the best planning possible, when working in a creative industry, “crunch” is not a failure of planning.

          0 replies 0 retweets 0 likes
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        1. Steve Kaye‏ @SteveKaye84 15 Oct 2018
          Replying to @tactful @jasonschreier

          It’s not following blueprints to construct a building. There’s an element of that, but there is SO MUCH more that cannot be planned for. Plans change halfway through production, months of work get scrapped. New ideas come up. It’s quite a unique beast.

          0 replies 0 retweets 0 likes
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