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.
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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 …
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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.
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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.
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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...
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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...
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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.
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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
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Replying to @tactful @jasonschreier
… all in the name of eliminating crunch, it will have a VERY negative effect on the final products we see. I really do believe that.
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Noone is suggesting that we plan creative works without being able to change those plans (all video games change mid-development). better planning doesn't mean everything is set in stone, it means you budget enough time to allow for change without doing months of overtime
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Replying to @tactful @jasonschreier
Well I hope one day the industry finds that equilibrium. I don’t know that it’s possible though!
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I work at a company that actively discourages crunch and sees it as a management failure. It’s entirely possible not to do this.
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