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by __natty__ 18 days ago
> Together, we are organising around the things we want to change. Starting with: Pay transparency Flexible working An end to crunch

That’s a lot of demands, what next? Competitive salary?! /sarcasm

I hope more people will start fighting together for better work conditions. Company owners have money and lawyers so workers must unite to fight them back. I’m saying this as employer.

2 comments

How do you end crunch? Teams always work at a more relaxed pace when the deadlines are years out. You can't beat Parkinson's law no matter how generous you are with the estimates.

We've all tried methodologies to counter this problem and create a continuous, sustainable pace. Unfortunately there's something deep in human nature that prevents us spreading that effort out evenly from day one.

The games industry is notorious for this, yet far from the only industry working against deadlines. Deadlines are a good way to timebox work, but they need to be set in a realistic way rather than an optimized happy-path.

I do understand there are certain periods where games _should_ release to make more sales, and for most games that's probably true. But this is GTA VI, they can miss the launch window by a month and it'd probably hardly impact their sales.

GTA6 in isolation is not the issue. Coordination with the entire rest of the ecosystem is. Ads are bought and paid for 6 month before launch for certain time slots. Store shelf space is reserved. Miss the deadlines and those downstream companies suffer. Their promotion time slots / space, is unbooked and it's too late to fill it with something appropriate. So, the company makes the promise "we'll have ready by November". They make this promise in April. Don't deliver and they don't do business with you next time. Maybe GTV6 is an exception here, that doesn't change the general point.

You could try to argue that companies shouldn't even start that process until the project is finished. Step 1: finish project, Step 2: book ads/shelf space, Step 3: 6 months later, ship it. But sitting on a finished project for 6 months is like not investing your money for 6 months. A lot of money is lost. Money can comes out of salaries

The downstream stakeholders (ad networks, retailers, etc.) need to be more flexible and tolerant of these events. If they had to deal with them regularly, they already would be. There's no law of nature that says things have to work exactly this way.

Meanwhile we have software devs and artists and product people damaging their mental health and suffering burnout for this. It's a video game. It's not worth it.

> So, the company makes the promise "we'll have ready by November". They make this promise in April.

Make smaller promises but make them more often, and shit changes more often. Be clear about features 3-6 releases out, and when and why features get bumped. Companies delivering software are already doing this because they often can't deliver in 6 months and telling the customer it will be in the nest release a year from now does, as you note, make them stop doing business with you, so instead now you can tell them it's just delayed by a few months which they can maybe deal with.

Games don't really work like this, but games also don't seem to really work the same way at all and have different incentives.

> Store shelf space is reserved

I thought this would be over by now, I certainly haven't bought physical this decade. Who is buying physical, parents of young kids?

Movies are just as bad, animation and vfx shops get crunched to hell. Fashion houses ahead of fashion week too.
Well, GTA 6 was basicallly thrown away and rewritten, so after the first crunch, ever more crunch to get the 2nd attempt to the finnishing line.
> GTA 6 was basicallly thrown away and rewritten

How do you know? This sounds like an unverified rumor.

I agree this is unsubstantiated. I follow NXL and Giantbomb and havent heard thus reported.
They've missed their launch window by years now.
I mean the ideal sales window within a year, e.g period leading up to Christmas.
Of which year? GTA6 has been in development so long they could miss that period slightly in a year and decide to wait for the next year and polish it up and they likely wouldn't run out of things to fix or make better.
Easy: No one should do unpaid labor. Period. “Crunch time” has traditionally been deployed by games management as a license to free slave labor from game developers.

Failures of management’s planning are imposed as emergencies on the devs.

Employees are idle during a lot of company time too. There's give and take on both sides.
No. Management will take and take and take during “crunch time” then immediately layoff large chunks of staff before they give anything back.

It’s happened scores of times. No company is as loyal to its labor as it expects labor to be to it.

And employees will take and take when not tightly supervised. How could you even begin to deny this?
That is a management failure.

And a management failure should not result in unpaid (slave) labor.

I've spent the last 5 years or so (out of a career coming up on 11 years at the end of this summer) working on early development for products outside of the video game industry that hadn't yet been at release when I joined the team, and somehow none of them have ever made me crunch. The better question is why companies making video games so overwhelmingly make their devs crunch when it does not seem to happen anywhere close to as often anywhere else in tech even when the release timelines are similar. I'm sure some people might argue that there's something inherent in the economics of video games that forces it, but demands for more fair labor practices have historically always been met with protests that it would be impossible for companies to survive if they were adopted, and yet somehow we managed not to run into total economic collapse by banning child labor, mandating 40-hour workweek, etc. It seems far more likely that management does it because they've been able to get away with it so far, and unionizing is has generally been a pretty effective way for labor to stop letting them get away with unfair labor practices (hence why management is always so aggressively against it).
> How do you end crunch?

You (as an employer) accept one of two things: either 1) scope is reduced when you get closer to the deadline and find that you are behind, or 2) deadlines will have to be moved.

It's not like other industries, or even other software companies don't have deadlines and feature sets they want. And some of them do have a form of crunch that I equally rebel against. (I've never worked at a company where we had several months of crunch, though; at most it was a couple weeks.) They end up doing fine, dropping features from the first release, or pushing the release date out if they have to.

These are video games. No one should be ruining their mental health or getting burned out because a corporation decided they need to ship exactly their vision on a particular date.

Hourly pay rate with OT. That'll clear up the crunch or at least compensate the workers.
The world is not that simple, let's say you do pay overtimes, the salary in this industry is already low, will that be worth it to the employee?
I mean, that's what collective bargaining is for, no? Get the hourly rate and overtime terms to a level that the employees are happy with.
Change videogames so they aren't big-bang releases but make them monthly releases.

Building a piece software for years and then releasing it all in once reminds me of the 1990s. Nowadays we continuously deliver.

Euro Truck Simulator 2 works with that model. Every few months they release a new part of the European map. And every few months they release new truck models.

> How do you end crunch?

Two words: overtime pay.

This makes crunches disappear as if by magic.

Many game studios have overtime pay and yet still crunch.
Who?
EA was famously sued ~20 years ago for not paying overtime. They lost and had to reclassify roles to non-exempt and paid up. It impacted hiring decisions for non-exempt/hourly roles (especially QA), encouraged more outsourcing, but this didn't eliminate crunch then, and it hasn't eliminated it since.

That's really my point: overtime-paid crunch is still found all over the place. EA, Activision-Blizzard, Sony's studios, Com2uS, 343 Industries (even with "priority zero"), outsourcing groups like Keywords Studios... They all have crunch stories but they also all make use of both overtime-paid roles and exempt salaried roles during crunch time. If overtime pay eliminated crunch, we'd expect to see a stronger separation in overtime-eligible workers not experiencing crunch, and crunch concentrating entirely in exempt roles. Instead, crunch appears in both.

Furthermore, over the last 20 years, crunch has decreased in both. I think that's better explained by things that directly affect the underlying reasons for crunch like changes to production practices (i.e. patching instead of going gold) and better management practices (i.e. less waterfall methodology). On indirect pressures, it's a broader mix with competition from the rest of tech, cultural backlash against crunch, and sure overtime classification changes. Explicit overtime pay increases the cost of crunch and thus incentivizes figuring out how to reduce it, but it doesn't directly reduce it itself, and certainly doesn't eliminate it.

At least in this case non-exempt employees are getting compensated for their extra hours. That seems more fair; the company gets what it needs, but has to pay for it.

Reclassifying people as exempt in order to eliminate OT pay is a garbage move, though. Something unionization presumably could fix.

I think you're conflating has crunch and has non-exempt employees with everyone is getting crunch OT. It is simply not the case.
I'm confused, wouldn't this incentivize crunch? You could make a lot more money that way.
Typically overtime pay requires approval from management
I don't think they are in a place to deny it if they are fighting a video game launch deadline.
When management needs to pay more for crunch then it will prove whether the deadline is real or fake. eg. If we don't meet this deadline will it materially affect the business... or is it not really needed and it's better to save on the overtime pay.
It aligns incentives to reduce crunch as much as is feasible
It will incentivize the management to prohibit working overtime and/or hire more people.
Don't reveal super far away release dates.
Unions are the only legal way for workers to improve their situation around compensation and working conditions. Support for them is at a historical high, especially amongst younger cohorts.

https://news.gallup.com/poll/694472/labor-union-approval-rel...

https://www.pewresearch.org/short-reads/2025/08/27/majoritie...

https://www.epi.org/blog/americans-favor-labor-unions-over-b...

> Unions are the only legal way for workers to improve their situation around compensation and working conditions.

How about going to work somewhere with better compensation and working conditions?

Individual exit is a short-term solution to a systemic problem. Unions raise the floor, and you have no power otherwise. “Be lucky” is not a strategy that scales.

If workers could easily find jobs where employers aren’t maxing extraction at the lowest cost possible, your proposal might be realistic. In this timeline, it is a suboptimal proposal.

> Today, the US Treasury Department released a first-of-its-kind report on labor unions, highlighting the evidence that unions serve to strengthen the middle class and grow the economy at large. Over the last half century, middle-class households have experienced stagnating wages, rising income volatility, and reduced intergenerational mobility, even as the economy as a whole has prospered. Unions can improve the well-being of middle-class workers in ways that directly combat these negative trends. Pro-union policy can make a real difference to middle-class households by raising their incomes, improving their work environments, and boosting their job satisfaction. In doing so, unions can help to make the economy more equitable and robust.

https://home.treasury.gov/news/featured-stories/labor-unions...

https://home.treasury.gov/system/files/136/Labor-Unions-And-...

(“if you want to go fast, go alone; if you want to go far, go together”)

You said “Unions are the *only legal way* for workers to improve their situation around compensation and working conditions.” (Emphasis mine)

My reply was not to say unions were bad or ineffective at accomplishing the goal, it was simply refuting your blanket statement.

In case you haven't noticed, the era of sw devs being able to leave and find better conditions/pay anytime they want is gone. But even in the good old ZIRP days, leaving for better pay is not an action that can be taken collectively. OP said "workers" not "worker": if you want to improve conditions at a given company, collective bargaining is all you have.
I don't think that blanket statement is false if you interpret "workers" as "workers as a whole" (as I did when I first read it). Certainly an individual worker can quit and (try to) find a better-paying/better-hours job, but as GP notes, that method does not scale very far.
> How about going to work somewhere with better compensation and working conditions?

Generally the reason there is a company that has better working conditions and compensation to go to is because of their union… so…

or because they're trying to attract talent?
That works when labor is higher enough in demand for that to be possible, and in practice management is most likely to try to get away with lower compensation and poor working conditions.
What about cooperatives?