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by davidsiems 5436 days ago
Crunch is the unavoidable result of poor project management. Project management in software development is notoriously bad, and in game development we're even behind that curve.

Schedules are built on hopes and dreams instead of historical data. Impossible promises are made to publishers in order to secure funding or keep from being cancelled.

Most harmful, is the belief that crunching actually increases productivity. If you look at the research on the subject the most you can hope to gain is about a 2 week boost before you backslide and become less productive.

If you could reliably deliver (fun) games on time and on budget you would have a serious competitive advantage in this field.

2 comments

Without being a game industry insider, it would seem like the best way would be to use distribution and advertising methods that allow you release a game when it's done. That is to say, distribution methods like Steam or the App Store and advertising methods like dev blogs, teaser/sneak peak videos, frequent articles on game review sites, playable demos at Comic-Con, etc.

Bioware seems to be taking a really good approach to this with Star Wars: The Old Republic, but they might be able to get away with it because it's Star Wars.

I think the problem is a lot of companies rely on big box retailers and traditional media for their blockbusters, which means long lead times on print materials, DVD pressing, magazine advertising. Big projects always go longer than you intend, and if you make all of these big feature promises and deadlines in advance you basically are forcing yourself into extended crunch time.

"Crunch is the unavoidable result of poor project management."

Unless it's the result of on purpose project management. I suppose some companies would see a pretty good deal in paying people for three months to get five months worth of work.