Crunch is Proof that Video Game Executives Don’t Understand Video Games

By Shamus Posted Wednesday May 29, 2019

Filed under: Column 131 comments

My column this week will be a bit of a re-run for those of you who have been around long enough to remember the last time I brought up crunch mode in video game development. On one hand, it feels silly to cover the same topic again and again. On the other hand, it’s even more silly that this is still a problem after all these years. The news doesn’t stop covering a natural disaster just because it’s day 3 and everyone knows about it. They cover it until the destruction ends and the mess is cleaned upActually, they probably stop covering it when people stop watching, but you know what I mean..

Some people take the hardline stance that “crunch should never happen”, and I just can’t get behind that idea. It’s built on the premise that since all mistakes are avoidable, you can avoid all mistakes. This is clearly not the case. As an engineer, I’m much more comfortable with designing systems with a bit of fault tolerance than designing systems that are perfect as long as nothing ever goes wrong.

This is a world of finite resources, bedeviled by selfish jackasses, subject to entropy, and filled with unpredictability. Jerks will cause problems, misfortune will strike, people will make mistakes, and equipment will fail. You can insist that all game budgets should be mapped out perfectly and then sufficiently padded, but this ignores the way that creative projects will expand to consume available resources. If feature creep is a problem when schedules are tight, then how much worse will it be when everyone has lots of “extra” time?

Saying teams should never crunch is like saying that airbags are a waste of money because accidents shouldn’t happen in the first place. The pursuit of an unattainable ideal will prevent you from building a robust system.

So how would I handle this?

Continue reading ⟩⟩ “Crunch is Proof that Video Game Executives Don’t Understand Video Games”

 


 

Diecast #258: Netflix, YouTube, Phantom Menace

By Shamus Posted Monday May 27, 2019

Filed under: Diecast 110 comments



Hosts: Paul, Shamus. Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #258: Netflix, YouTube, Phantom Menace”

 


 

#26 Adventure and Excitement! (Also Death.)

By Shamus Posted Sunday May 26, 2019

Filed under: DM of the Rings 21 comments


Continue reading ⟩⟩ “#26 Adventure and Excitement! (Also Death.)”

 


 

#25 See No Evil

By Shamus Posted Friday May 24, 2019

Filed under: DM of the Rings 10 comments


Continue reading ⟩⟩ “#25 See No Evil”

 


 

Spider-Man Part 16: Grand Central Terminal

By Shamus Posted Thursday May 23, 2019

Filed under: Retrospectives 56 comments

After Spider-Man punches his way out of Martin Li’s stupid dream world, we return to the high-speed chase where Spider-Man is trying to stop the truck, Martin Li is trying to stop Spider-Man, and Sable agents are shooting missiles at everyone.

Spider-Man performs some heroic quicktime events, but he manages to lose the battle anyway. (In a cutscene, obviously. And yes, you must still successfully complete the quicktime events, even though your success will be immediately negated in a cutscene. Failure is prohibited until it’s mandatory.) The truck turns over and he’s knocked out. When he wakes up, Li has escaped with Devil’s Breath. I have no idea how he escaped the scene on foot with an army of Sable agents in pursuit. I guess those guys just suck.

And speaking of things that suck…

Continue reading ⟩⟩ “Spider-Man Part 16: Grand Central Terminal”

 


 

Experienced Points: Shut Up and Let me Shoot Stuff

By Shamus Posted Wednesday May 22, 2019

Filed under: Column 109 comments

In the past I’ve lamented the terrible state of writing in some games, claiming that for the same money, the developer could have made the game drastically better. In my column this week, we have an even more extreme case where you could vastly improve the quality of Rage 2 by spending less money. Just cut half these cutscenes and you’d have a better game.

In the column, I mentioned that there is ~3.5 minutes of gameplay in the first 23 minutes of the game. That’s actually me being a little generous and counting the tutorial where it locks you in a simple cube room and makes you dash 3 times as “gameplay”.

There’s a lot more to criticize. So let’s do that:

Continue reading ⟩⟩ “Experienced Points: Shut Up and Let me Shoot Stuff”

 


 

Diecast #257: Rage 2, Outer Wilds, Satisfactory

By Shamus Posted Monday May 20, 2019

Filed under: Diecast 78 comments

Perhaps it would have been good to stop at a nice round number like 256, but we decided to keep making these for some reason. As always, the show email is in the header image.



Hosts: Paul, Shamus. Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #257: Rage 2, Outer Wilds, Satisfactory”