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In the
video game industry The video game industry encompasses the Video game development, development, marketing, and Video game monetization, monetization of video games. The industry (economics), industry encompasses dozens of job disciplines and thousands of jobs wor ...
, crunch (or crunch culture) is compulsory
overtime Overtime is the amount of time someone works beyond normal working hours. The term is also used for the pay received for this time. Normal hours may be determined in several ways: *by custom (what is considered healthy or reasonable by society) ...
during the development of a game. Crunch is common in the industry and can lead to work weeks of 65–80 hours for extended periods of time, often uncompensated beyond the normal working hours. It is often used as a way to cut the costs of game development, a labor-intensive endeavour. However, it leads to negative health impacts for game developers and a decrease in the quality of their work, which drives developers out of the industry temporarily or permanently. Critics of crunch note how it has become normalized within the game-development industry, to deleterious effects for all involved. A lack of
unionization The organizing model, as the term refers to trade unions (and sometimes other social-movement organizations), is a broad conception of how those organizations should recruit, operate, and advance the interests of their members, though the specific ...
on the part of game developers has often been suggested as the reason crunch exists. Organizations such as Game Workers Unite aim to fight against crunch by forcing studios to honour game developers'
labor rights Labor rights or workers' rights are both legal rights and human rights relating to labor relations between workers and employers. These rights are codified in national and international labor and employment law. In general, these rights in ...
.


Description


Crunch time vs. crunch culture

"Crunch time" is the point at which the team is thought to be failing to achieve milestones needed to launch a game on schedule. The complexity of work flow, reliance on third-party deliverables, and the intangibles of artistic and aesthetic demands in video-game creation create difficulty in predicting milestones. The use of crunch time is also seen to be exploitative of the younger male-dominated workforce in video games, who have not had the time to establish a family and who were eager to advance within the industry by working long hours.
Naughty Dog Naughty Dog, LLC (formerly JAM Software, Inc.) is an American First-party developer, first-party video game developer based in Santa Monica, California, Santa Monica, California. Founded by Andy Gavin and Jason Rubin in 1984, the studio was acqu ...
co-president, Evan Wells, argued that the drive for crunch may come from the developers themselves as individual developers may want to work extra hours without a mandate to assure their product meets delivery milestones and is of high quality, which can influence other developers to also commit to extra hours or avoid taking time off as to appear slacking. Because crunch time tends to come from a combination of corporate practices as well as peer influence, the term "crunch culture" is often used to discuss video game development settings where crunch time may be seen as the norm rather than the exception. It stems from an emphasis that getting work done well and done quickly is more important than work-life balance or personal well being. Most of the problems with crunch are a result of the crunch culture that runs rampant and is widely accepted throughout the industry. In some cases, crunch culture is so ingrained in a company that leadership willingly exposes their teams' 100 hour work weeks as a sign of hard work and proof that companies are doing their best to release a game on time.


Death march

Some studios have made use of crunch hours over a period of months or years, rather than just in the run up to a deadline such as a game launch. This practice has been termed "death march", and is a particularly damaging form of crunch. Death march was present at Rockstar in the 2010s, including the final six to nine months of development for ''
Red Dead Redemption 2 ''Red Dead Redemption 2'' is a 2018 action-adventure game developed and published by Rockstar Games. The game is the third entry in the ''Red Dead'' series and a prequel to the 2010 game ''Red Dead Redemption''. The story is set in 1899 and f ...
''. It was also present for nine months for ''
Metroid Prime ''Metroid Prime'' is an action-adventure video game developed by Retro Studios and published by Nintendo for the GameCube. ''Metroid Prime'' is the fifth main installment in the ''Metroid'' franchise and the first game in the series to use 3D co ...
''. The decline in game quality and eventual closure of
Core Design Core Design Limited (known as Rebellion (Derby) Ltd between 2006 and 2010) was a British video game developer based in Derby. Founded in May 1988 by former Gremlin Graphics employees, it originally bore the name Megabrite until rebranding as Co ...
has been credited to its extreme crunch policy, which saw years-long crunch periods. Developers undergoing death march have described sleeping at their offices and not seeing their family for months, while others have reported significant loss in body weight from the process.


Workload and compensation

Surveys from game developers in the 2000s showed the average working week was at least 46 hours for more than 60% of respondents; when crunch time occurs, workweeks of 60 to 80 hours, or in some cases, 100 hours or more, have been reported. This trend continues today with developers still clocking in 12–14 hour days for seven days a week during crunch. Some of the biggest titles in gaming such as ''
Fortnite ''Fortnite'' is an online video game developed by Epic Games and released in 2017. It is available in three distinct game mode versions that otherwise share the same general gameplay and game engine: '' Fortnite Battle Royale'', a free-to ...
'' and ''
Red Dead Redemption 2 ''Red Dead Redemption 2'' is a 2018 action-adventure game developed and published by Rockstar Games. The game is the third entry in the ''Red Dead'' series and a prequel to the 2010 game ''Red Dead Redemption''. The story is set in 1899 and f ...
'' are the product of 70–100 hour work weeks. Terms such as "stress casualties" were coined at
BioWare BioWare is a Canadian video game developer based in Edmonton, Alberta. It was founded in 1995 by newly graduated Doctor of Medicine, medical doctors Ray Muzyka, Greg Zeschuk and Augustine Yip, alongside Trent Oster, Brent Oster, and Marcel Zes ...
, the development studio for the game ''
Anthem An anthem is a musical composition of celebration, usually used as a symbol for a distinct group, particularly the national anthems of countries. Originally, and in music theory and religious contexts, it also refers more particularly to short ...
''. A "stress casualty" is when an employee disappears for months at a time as a result of the stress that they are put under during crunch. In the case of Telltale Games, one employee recounts working until 3 am the night before they and over 200 other employees were laid off. The intense workload can partly be traced to a shift to a microtransaction model for games. In this model, the main game is free but add-ons and extra content such as skins that can change the character's appearance can be bought for an extra price. This emphasizes constant updates to keep creating more content so players stay attached which leads to perpetual crunch. According to a 2019 survey from the International Game Developers Association, 40 percent of game developers reported experiencing crunch at least once over the past year. Only 8 percent reported receiving extra pay for their crunch hours. At federal and state levels in the United States, computer professionals who earn above a set annual salary are exempt from overtime laws. This exemption permits companies to not pay developers for any extra hours in the office. The set annual salary varies from state to state. An exception is
California California is a state in the Western United States, located along the Pacific Coast. With nearly 39.2million residents across a total area of approximately , it is the most populous U.S. state and the 3rd largest by area. It is also the ...
, where software developers are specifically protected by a minimum hourly wage to be considered exempt, which as of 2008 was set to $36 an hour, though this tends to be lower than the average game developer salary. When games are created, strict contracts are signed between development studios and publishers that set budgets and deadlines for the project. Exemption from overtime laws enable studios to work developers more hours than usual without going over-budget. Game studios also contract work out to cheaper contract workers. When this happens, pay and amount of work is settled on when the contract is signed meaning they are not entitled to overtime payment either. Contract workers are willing to do this in hopes for a full time job offer after the game is finished or a bonus upon completion if the game performs well, but neither of these are guaranteed and there is a good chance that they are left with nothing once the contract is up. When crunch time does occur, the publisher or developer may help encourage employees by offering "crunch meals" that are delivered to the offices. Once a product is delivered, and the necessity for crunch no longer required, some companies allow their employees to take paid time-off in compensation for the overtime hours they had put in, or may offer salary raises and bonuses for successful completion of the delivery milestone.


Perceptions

According to a study done by Take This in 2019, 53% of game developers say that crunch time is an expected part of their employment. Part of this can be attributed to workers already having been exposed to crunch from previous experiences. The crunch culture has normalized crunch time to the point that
Dan Houser Daniel Houser (born November 1973) is an English video game producer, writer, and voice actor, as well as the co-founder (along with his brother Sam) and former vice president of creativity for Rockstar Games. As well as producing video games, ...
, co-founder of
Rockstar Games Rockstar Games, Inc. is an American video game publisher based in New York City. The company was established in December 1998 as a subsidiary of Take-Two Interactive, using the assets Take-Two had previously acquired from BMG Interactive. Foun ...
, willingly stated that employees worked 100-hour weeks to finish ''
Red Dead Redemption 2 ''Red Dead Redemption 2'' is a 2018 action-adventure game developed and published by Rockstar Games. The game is the third entry in the ''Red Dead'' series and a prequel to the 2010 game ''Red Dead Redemption''. The story is set in 1899 and f ...
''. The statement was met with criticism for harsh working conditions from the public. The gaming community itself can also encourage crunch, sometimes inadvertently, through the hype that is created when a new game or sequel is announced. Alexey Izotov argues that some game-makers promote this culture of hype by overpromising on features they can't deliver, as well as poor communication with gaming audiences in general. The higher the expectations are set for a game, the harder it becomes for developers to meet those expectations within certain timelines, and the harder they push themselves to do so. This can be pushed to extremes with some fans sending
death threat A death threat is a threat, often made anonymously, by one person or a group of people to kill another person or group of people. These threats are often designed to intimidate victims in order to manipulate their behaviour, in which case a ...
s to ''
Cyberpunk 2077 ''Cyberpunk 2077'' is a 2020 action role-playing video game developed by CD Projekt Red and published by CD Projekt. Set in Night City, an open world set in the ''Cyberpunk'' universe, players assume the role of a customisable mercenary kno ...
'' developers over a delayed release date. For developers themselves, many undergo self-imposed crunch even in scenarios where it is not forced or required. This can stem from a lot of things. Perfectionism or a desire to finish what they started is a big driver for self imposed crunch. Camaraderie can also motivate developers to work extra hours as they notice fellow co-workers also staying late. Crunch culture also plays a big part here as some developers bring up examples of past successes that occurred with crunch and attempt to replicate that. Crunch has been described as a " necessary evil" by the management that encourages it. In a 2017 article from ''
The New York Times ''The New York Times'' (''the Times'', ''NYT'', or the Gray Lady) is a daily newspaper based in New York City with a worldwide readership reported in 2020 to comprise a declining 840,000 paid print subscribers, and a growing 6 million paid ...
'', co-founder and CEO of
CD Projekt RED CD Projekt S.A. () is a Polish video game developer, publisher and distributor based in Warsaw, founded in May 1994 by Marcin Iwiński and Michał Kiciński. Iwiński and Kiciński were video game retailers before they founded the company, whi ...
Marcin Iwiński is cited describing video game development as "hard-core work" and explaining how keeping up with deadlines is difficult due to the time it takes to complete basic tasks.


History


Overview

Crunch time is known to have been used in the industry since at least the 1980s, though it was rarely publicly discussed. It stemmed from a "box product mentality" that created stricter time constraints. Game developers had to get physical game discs ready for the holidays so games had to be finished by August. Video game developers were, historically, paid greater than the average salaries, and because of the insular nature of the industry, where one's reputation is critical, few developers would leave the industry due to crunch. These factors made the acceptance of longer working hours the norm at some larger studios. As the video game industry boomed, its developers were considered
white-collar worker A white-collar worker is a person who performs professional, desk, managerial, or administrative work. White-collar work may be performed in an office or other administrative setting. White-collar workers include job paths related to government, ...
s, exempt from overtime pay; this was particularly true for those in
California California is a state in the Western United States, located along the Pacific Coast. With nearly 39.2million residents across a total area of approximately , it is the most populous U.S. state and the 3rd largest by area. It is also the ...
(where much of the North American industry had been established), in which those that made over double the current minimum wage were considered ineligible for overtime.


1970s – 2003: Early years

In the 1980s, Atari, in a desire to release an Atari 2600 port of Pac-Man as quickly as possible, had programmer
Tod Frye Tod R. Frye (born 1955) is an American computer programmer once employed by Atari, Inc., and is most notable for being charged with the home adaptation of ''Pac-Man'' for the Atari 2600 video computer system, which, while reputedly the top sell ...
work 80-hour weeks over the course of 6 months before its March 1982 release date.
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
regularly underwent severe crunch hours during the 1990s, on a schedule
John Romero John is a common English name and surname: * John (given name) * John (surname) John may also refer to: New Testament Works * Gospel of John, a title often shortened to John * First Epistle of John, often shortened to 1 John * Seco ...
described as "10 AM until we were done". The studio's founders,
John Romero John is a common English name and surname: * John (given name) * John (surname) John may also refer to: New Testament Works * Gospel of John, a title often shortened to John * First Epistle of John, often shortened to 1 John * Seco ...
and
John Carmack John D. Carmack II (born August 20, 1970) is an American computer programmer and video game developer A video game developer is a broad term for a software developer specializing in video game development – the process and related discip ...
had previously worked a 10 AM to 2 AM schedule at
SoftDisk Softdisk was a software and Internet company based in Shreveport, Louisiana. Founded in 1981, its original products were disk magazines (which they termed "magazettes", for "magazine on diskette"). It was affiliated and partly owned by paper ma ...
due to tight deadlines. The games were distributed monthly to magazine subscribers, and this necessitated what Romero has referred to as "the death schedule". Even after the need for this at SoftDisk had passed, the team then began moonlighting on their personal projects- working regular hours at SoftDisk alongside a production schedule on id material in the evenings and weekends. The intense schedule was maintained even after id became independent of their legal obligations to Softdisk. Crunch was present at id, but not mandatory until the development of '' Quake''. The studio adopted a 12 hour day, 7 day week schedule from December 1995 to June 1996. While the game was extraordinarily successful, the fraught process eventually resulted in the dissolution of the original id Software team. That year
Rebecca Heineman Rebecca Ann Heineman is an American video game designer and programmer. Heineman was a founding member of video game companies Interplay Productions, Logicware, Contraband Entertainment, and Olde Sküül. She has been chief executive officer f ...
was given 10 weeks to develop a 3DO port of ''Doom'' for
Art Data Interactive Art Data Interactive was an American video game developer and publisher founded in 1993, associated with its port of '' DOOM'' for the 3DO, which was met with negative reception. The company became inactive by 1997, and defunct as a business in ...
; according to Heineman, this short time span was due to the company significantly underestimating the amount of work needed to make a functional game. In the United Kingdom, extreme crunch policy was present at
Core Design Core Design Limited (known as Rebellion (Derby) Ltd between 2006 and 2010) was a British video game developer based in Derby. Founded in May 1988 by former Gremlin Graphics employees, it originally bore the name Megabrite until rebranding as Co ...
in the 1990s. Jeremy Smith stated that the working hours for developers of ''
Tomb Raider ''Tomb Raider'', also known as ''Lara Croft: Tomb Raider'' from 2001 to 2008, is a media franchise that originated with an action-adventure video game series created by British gaming company Core Design. Formerly owned by Eidos Interactive, th ...
'' (1996) were fifteen hours a day, seven days a week. It was particularly exacerbated on that project due to a deal made with Sega to release on the Saturn six weeks ahead of the other consoles; the team protested but the deal went ahead and crunch ensued. The main team worked until midnight, and testing would take place in the early hours while they slept. Project producer Troy Horton described discovering bugs in the early hours of the morning, and then walking to the homes of developers to throw rocks at their windows to make them come in to the studio and fix the bugs. "I should say, that happened for a number of years, I’m not just talking about a number of games, I’m talking about a number of years on many games that CORE Design developed." While the franchise was initially successful, burnout began to set in among developers in 1997, and so Core Design switched to an entirely new team for ''
Tomb Raider III ''Tomb Raider III: Adventures of Lara Croft'' is an action-adventure video game developed by Core Design and published by Eidos Interactive. It was released for the PlayStation and Microsoft Windows platforms in 1998. ''Tomb Raider III'' is t ...
'' (1998). This team too became burned out and decided to kill off
Lara Croft Lara Croft is a fictional character and the main protagonist of the video game franchise ''Tomb Raider''. She is presented as a highly intelligent and athletic British archaeologist who ventures into ancient tombs and hazardous ruins around th ...
at the end of ''
Tomb Raider IV ''Tomb Raider: The Last Revelation'' is an action-adventure video game developed by Core Design and published by Eidos Interactive. It was first released for PlayStation and Microsoft Windows in 1999, then on Dreamcast and Mac OS the following ...
'' (1999) in an attempt to end the franchise. Core Design continued to develop further games in this manner, and quality suffered. This led to the disastrous launch of '' Tomb Raider: The Angel of Darkness'' (2003), which caused Eidos to shift the IP to Crystal Dynamics and eventually led to the closure of Core Design.


2000s: EA and Rockstar Games

In 2000, California introduced a specific "computer-related" clause for overtime exemptions, raising the minimum salary threshold to be exempt to around per year tied to the consumer price index, which exceeded the average game developer salary at that time of about . The U.S. federal government followed suit in creating a similar class for exemptions at the federal level. California's exemption changes stirred up debate within the industry for workers who thought they were being treated unfairly. Two lawsuits emerged against
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted th ...
(EA) as employees recognized they should not be categorized as exempt from overtime pay. One suit originated from artists that had worked on ''
The Sims 2 ''The Sims 2'' is a 2004 strategic life simulation video game developed by Maxis and published by Electronic Arts. It is the second major title in ''The Sims'' series, and is the sequel to ''The Sims.'' The game was released for Microsoft Windo ...
'' that argued they had been forced to work overtime without compensation. A second lawsuit originated from a social media post by Erin Hoffman, posting anonymously under the name "EA Spouse", in 2004, describing the working hours her husband had faced at EA and how crunch time, initially proposed early in development as to get a heads-up on later stages, had been pushed as a long-term requirement throughout the development cycle for the employees. Following Hoffman's blog, a 2004 survey by the
International Game Developers Association The International Game Developers Association (IGDA) is a nonprofit professional association whose stated mission is to "support and empower game developers around the world in achieving fulfilling and sustainable careers." The IGDA is incorpo ...
(IGDA) found that less than 3% of respondents said that they did not work any overtime, and of those that did, nearly half did not receive compensation for it. EA ultimately settled both lawsuits, agreeing to pay back to the employees by 2006, and that it would reclassify some of its developers as hourly employees eligible for overtime but eliminating their stock options. However, the publicity around these suits lead to more discussion in the video game industry on the crunch culture. California changed its labor laws in 2008, in an attempt to keep high-tech industries from moving out of state or country; this included reducing the minimum salary to be exempt for computer-related jobs from the current to per year, which at that time fell under the average salary for video game developers. The labor laws also included a number of exacting provisions of what type of job functions were considered exempt, which covered most game development responsibilities. As a result, employees found it difficult to challenge crunch time through legal recourse. More visibility of the industry's crunch conditions occurred in January 2010, when a collective group of "Rockstar Spouses", the spouses of developers at
Rockstar San Diego Rockstar San Diego, Inc. (formerly Angel Studios, Inc.) is an American video game developer and a studio of Rockstar Games based in Carlsbad, California. The studio is best known for developing the ''Midnight Club'' and ''Red Dead'' series. C ...
, posted an open letter criticizing the management of the studio for deteriorating working conditions for their significant others since March 2009, which included excessive crunch time. This was followed by several former Rockstar employees posting similar complaints of their time there. The IGDA considered that Rockstar's working conditions were exploitative and harmful. According to Virginia McArthur, a game executive at Endless Studios, as games shifted towards a digital format during the 2000s (which allowed studios to cut out production time of physical copies and focus more time on testing), there was a brief period of less crunch. However, as free-to-play games entered the market, it was common to see more rushed products with limited timelines requiring intense crunch in order to beat competitors to market.


2010s: Increased scrutiny

Since the early 2010s, some companies in the industry have taken steps to eliminate crunch; however, it was also noted by some reporters that, overall, little progress had been made in the decade after the "EA Spouse" controversy. A 2014 IGDA survey found that, while the average number of hours worked had dropped since 2004, 81% of respondents said they had experienced within the last 2 years, and around 50% said they felt it was "part of the job" and expected of them. in 2004, 35% had said they worked between 65 and 80 hours per week; by 2014, 35% said they had worked from 50 to 65 hours. A 2019 survey of developers by the
Game Developers Conference The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Awards and Independent Games Festival, and a variety of tuto ...
found that nearly half still worked over 40-hour weeks on average; though only 12% said they worked an average 50 hours a week, nearly 75% stated they had at least one period where they had worked more than 40 hours in a single week. Continued stories of crunch time brought more public awareness that crunch remained an accepted practice in the game industry. Families of Rockstar developers for ''
Red Dead Redemption 2 ''Red Dead Redemption 2'' is a 2018 action-adventure game developed and published by Rockstar Games. The game is the third entry in the ''Red Dead'' series and a prequel to the 2010 game ''Red Dead Redemption''. The story is set in 1899 and f ...
,'' in October 2018, expressed similar concerns as the prior "Rockstar Spouse" case. Anonymous
Epic Games Epic Games, Inc. is an American video game and software developer and publisher based in Cary, North Carolina. The company was founded by Tim Sweeney as Potomac Computer Systems in 1991, originally located in his parents' house in Potomac, ...
employees speaking to ''
Polygon In geometry, a polygon () is a plane figure that is described by a finite number of straight line segments connected to form a closed '' polygonal chain'' (or ''polygonal circuit''). The bounded plane region, the bounding circuit, or the two t ...
'' spoke of crunch time with 70 to 100 hour weeks by some ever since they released ''
Fortnite Battle Royale ''Fortnite Battle Royale'' is a free-to-play battle royale video game developed and published by Epic Games. It is a companion game to '' Fortnite: Save the World'', a cooperative survival game with construction elements. It was initially r ...
'', which has drawn a playerbase of millions. While these employees were getting overtime pay, there remained issues of health concerns and inability to take time off without it being seen negatively on their performance.


2020s: COVID-19 pandemic

The
COVID-19 pandemic The COVID-19 pandemic, also known as the coronavirus pandemic, is an ongoing global pandemic of coronavirus disease 2019 (COVID-19) caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2). The novel virus was first identified ...
led to various disruptions on game development across the industry, but in most cases shows that development companies could still make games while employees were working remotely from home, raising the question of the need for crunch time. In October 2021,
Eidos-Montréal Eidos-Montréal is a Canadian video game developer based in Montreal and part of Embracer Group. The studio was founded by Stéphane D'Astous in 2007 under SCi Games, SCi Entertainment. It became part of Square Enix Europe in 2009 and CDE Enter ...
and Eidos-Sherbrooke were some of the first major studios to announce a shift to a
four-day workweek A four-day workweek is an arrangement where a workplace or place of education has its employees or students work or attend school, college or university over the course of four days per week rather than the more customary five. This arrangement ...
as to improve the quality of life for its developers.


Effects


On workers

Crunch leads to burnout which can have adverse effects on both a team and the individual. Burnout occurs when someone gets tired or loses passion and desire for their work. It leads to loss of productivity and in some cases, depression, anxiety, and panic attacks. According to a 2016 study by Open Sourcing Mental Illness, 51% of tech workers have been diagnosed with a mental health condition by a professional. These can include and be a combination of a
mood disorder A mood disorder, also known as an affective disorder, is any of a group of conditions of mental and behavioral disorder where a disturbance in the person's mood is the main underlying feature. The classification is in the '' Diagnostic and Stati ...
,
anxiety disorder Anxiety disorders are a cluster of mental disorders characterized by significant and uncontrollable feelings of anxiety and fear such that a person's social, occupational, and personal function are significantly impaired. Anxiety may cause physi ...
, ADHD,
PTSD Post-traumatic stress disorder (PTSD) is a mental and behavioral disorder that can develop because of exposure to a traumatic event, such as sexual assault, warfare, traffic collisions, child abuse, domestic violence, or other threats on a ...
, and OCD. Of those 51%, 80% believe that their mental illness affects their work. Other cases report that crunch has caused people to suffer memory loss or develop ulcers.


On games

A number of popular games developed under crunch conditions, such as ''
Fortnite ''Fortnite'' is an online video game developed by Epic Games and released in 2017. It is available in three distinct game mode versions that otherwise share the same general gameplay and game engine: '' Fortnite Battle Royale'', a free-to ...
'', ''
Fallout 4 ''Fallout 4'' is a 2015 action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the fourth main game in the ''Fallout'' series and was released worldwide on November 10, 2015, for PlayStation 4, Wi ...
'', and '' Uncharted 4: A Thief's End,'' all saw extreme commercial success and solid critical acclaim. However, there are also many games that avoided crunch throughout the entire development process that still received commercial and critical success, such as '' Animal Crossing: New Horizons'', ''
Apex Legends ''Apex Legends'' is a free-to-play battle royale- hero shooter game developed by Respawn Entertainment and published by Electronic Arts. It was released for PlayStation 4, Windows, and Xbox One in February 2019, for Nintendo Switch in March ...
'', '' Don't Starve'' and ''
Hades Hades (; grc-gre, ᾍδης, Háidēs; ), in the ancient Greek religion and myth, is the god of the dead and the king of the underworld, with which his name became synonymous. Hades was the eldest son of Cronus and Rhea, although this also ...
''. A study by The Game Outcomes Project found that mandatory crunch led to less successful games, using
Metacritic Metacritic is a website that aggregates reviews of films, TV shows, music albums, video games and formerly, books. For each product, the scores from each review are averaged (a weighted average). Metacritic was created by Jason Dietz, Marc ...
as a gauge of success. The group found that cultural factors such as focus, team cohesion, and a compelling direction were more important than pure hours of work in determining how good a game was. This led to the conclusion that in fact crunch might make games worse rather than better, and at the least, resulted in diminishing returns. Bugs seen at the launch of '' Fallout: New Vegas'' came as a result of a short production schedule forced on the team by publisher Bethesda and lead to an infamous “crunch” period for the dev team, said bugs and poor performance cost the developer Obsidian Entertainment a $1 million conditional bonus based on critical reception, though insiders claim the short deadline and conditional bonus based on a Metacritic score was essentially to avoid paying said bonus. During the development of ''
Overkill's The Walking Dead ''Overkill's The Walking Dead'' is a first-person shooter developed by Overkill Software and published by Starbreeze Studios and 505 Games. The title, based on the comics of '' The Walking Dead'', has a strong emphasis on cooperative gameplay. ...
'', crunch at Starbreeze Studios and
Overkill Software Overkill Software is a Swedish video game developer based and founded in Stockholm in 2009 by Ulf Andersson, Bo Andersson, the founders and owners of defunct game developer Grin, along with Simon Viklund. In 2012, Swedish game studio Starbre ...
was noted as having a negative effect on the game, resulting in a product that was critically panned for its quality and gameplay, and leaving both studios in financial distress.


On studios

As crunch leads to a loss of game quality, in the long term a studio can suffer. The shutdown of the following studios have been at least in part attributed to crunch: *
Ensemble Studios Ensemble Studios was an American video game developer. It was founded by Tony Goodman in 1994 and incorporated the following year. It borrowed the name of Ensemble Corporation, a consulting firm founded by Goodman in 1990. It was acquired by M ...
(2009) *
Core Design Core Design Limited (known as Rebellion (Derby) Ltd between 2006 and 2010) was a British video game developer based in Derby. Founded in May 1988 by former Gremlin Graphics employees, it originally bore the name Megabrite until rebranding as Co ...
(2010) *
Kaos Studios Kaos Studios was an American video game developer based in New York City, New York. Founded in 2006, the company was most known for developing '' Frontlines: Fuel of War'' (2008) and '' Homefront'' (2011). It was a subsidiary of publisher THQ un ...
(2011) *
Telltale Games Telltale Incorporated (trade name: Telltale Games) was an American video game developer based in San Rafael, California. The company was founded in July 2004 by former LucasArts developers Kevin Bruner, Dan Connors and Troy Molander, following ...
(2018)


In other industries

The term "crunch" has also been used by journalists to describe overtime labor in other entertainment industries, such as animation and
visual effects Visual effects (sometimes abbreviated VFX) is the process by which imagery is created or manipulated outside the context of a live-action shot in filmmaking and video production. The integration of live-action footage and other live-action foota ...
.


See also

* 996 working hour system * 2016–2017 video game voice actor strike * Black company (Japanese term) * John Henryism *
Rat race A rat race is an endless, self-defeating, or pointless pursuit. The phrase equates humans to rats attempting to earn a reward such as cheese, in vain. It may also refer to a competitive struggle to get ahead financially or routinely. The term is ...
*
Stakhanovite movement The term Stakhanovite () originated in the Soviet Union and referred to workers who modeled themselves after Alexey Stakhanov. These workers took pride in their ability to produce more than was required, by working harder and more efficiently, t ...
*
Workaholic A workaholic is a person who works compulsively. A workaholic experiences an inability to limit the amount of time they spend on work despite negative consequences such as damage to their relationships or health. There is no generally accepted ...
*
Workplace stress Occupational stress is psychological stress related to one's job. Occupational stress refers to a chronic condition. Occupational stress can be managed by understanding what the stressful conditions at work are and taking steps to remediate those ...
*
Emotional exhaustion Emotional exhaustion is a chronic state of physical and emotional depletion that results from excessive job, personal demands, and/or continuous stress. It describes a feeling of being emotionally overextended and exhausted by one's work. It is ...


References


Works cited

* * {{Video game controversy Video game industry labor disputes Ethically disputed working conditions Occupational safety and health Video game development Video game terminology Video game controversies Working time Labor rights