

It's no wonder we've recently seen many AAA and open-world publishers on the wrong end of the stick when it comes to crunch culture to meet deadlines. So, it’s not entirely the publisher/studio’s fault either.

But if a game lacks the features and gameplay prospect compared to the competition, then it stands to fail in the market. Last-minute feature additions create clutter in the development process and add to the delays. Gameplay, oodles of features, open-world are the meaty keywords. The lucrative prospects of the gaming industry have instilled a cut-throat competitive culture amongst peer publishers. One other mistake the publishers make - overpromising. The money aspect is one angle for crunch. Organizational structure is also a hinderance when it comes to execution and keeping up with deadlines. Some things are unsaid but understood by default. The Job description implies a lot of things. The developers understand what's at stake. The sense of achieving this and being part of the development team is an attractive prospect. Skilled developers get hired for the job, and the development process begins. Publishers are looking to rake in that moolah by pumping out video games. Studios must put in astronomical efforts and budgets and despite that, there are no guarantees of a game’s success. Game development is a long messy complex process. Getting to the crux of the matter - why? It's simple. The crunch culture is a real issue that has evolved substantially in the game development process. The recent examples from titans like Rockstar, Naughty Dog, and CD Projekt Red paint a clear picture. This ordeal also exposes how the crunch was a routine occurrence irrespective of the game development cycle. The earliest viral crunch outburst happened in 2004 when an EA employee's spouse posted the ordeal in the company where unpaid overtime, 10 hours, 7-day work culture was commonplace. Since then, the focus on mental health issues has gained traction, and the workplace culture has undergone a significant transition through the decades. There was a common put-up or shut-up culture. It wasn't as talked about back then as it is today. It's common to wonder if the crunch culture has always plagued the video game industry or is it a relatively new phenomenon due to the recent boom in the gaming scene.īut it has been a norm since the 1980s. But the developer crunch eventually creeps in and affects many developers in the video game industry. Darrah left the studio in December 2020.It all starts with Passion for gaming. Mark Darrah joined BioWare in 1997, working as programmer on games like Baldur’s Gate II and Jade Empire. Another example is CD Projekt, where bad management and timing led to Cyberpunk 2077 ‘s botched launch. Later in the video, Darrah said that a lot of game studios suffer from the hockey stick model. BioWare magic is bullshit, at least BioWare magic that is used in that way.” So you are making it up by delays and crunch time. “You don’t know where the pivot point is, you don’t know what the angle is.

“That’s where crunch comes from and that’s where delayed games come from because you can’t predict with a hockey stick,” Darrah noted. At worst, a game might just never come out. That’s how Darrah described it in one sentence: “Things come together really late and things get better really late.” This model is applied to a lot of BioWare titles, with Anthem ’s infamous development being one of the most vivid examples of what consequences it could lead to.Īccording to Darrah, the hockey stick model is terrible because it is unpredictable, which means that developers never know when things will go faster and for how long they might get stuck not making any tangible progress. Eventually, it gets to a point where different elements finally start working together and a team “magically” finishes a game in a very short period of time. It means that a studio is moving slowly and not making any visible progress for the most part of the development process. In a video for his YouTube channel, Darrah compared this “magic” to a hockey stick, a model that is quite common in the games industry.
