The death march: the problem of crunch time in game developmentBy Andrew Groen | Published about 8 hours agoHorror stories are constantly surfacing about the lengths game developers sometimes have to go in order to ship a game on time. The worst involve up to 85-hour work weeks—12 hours a day, seven days a week—which is more than double the century-old 40 hour per week standard. Extended periods of crunch can last up to a year, with sustained 60-hour weeks. This practice has earned a markedly less innocuous name than "crunch time." It's called "the death march."In some cases it's nearly dehumanizing: the closure of All Points Bulletin developer Real Time Worlds in September of last year left more than 185 employees out of a job. They were welcomed to the end of a particularly long crunch period by pink slips rather than profit sharing and bonuses.In an industry that is steadfastly focused on fun, it seems counter-intuitive that video gamers should be the ones who have to worry about the sagging quality of life of those who make the games. No kid should ever have to wonder if Santa Claus is cracking the whip too hard on his elves to make the Christmas Eve shipping deadline, but despite widespread outrage over revelations from ex-employees describing poor conditions, the status quo remains largely unchanged and unchallenged.
This is one of the principle factors perpetuating the use of crunch by management. The vast majority of employees working in the development of video games are salaried employees and do not receive overtime for additional hours spent at the office. A recent poll of over 350 industry professionals taken by developer-focused website Develop, showed that 98 percent of those polled received no compensation for their overtime work
Why should you care?You work hard at your job, and you don't always get to go home right when the clock strikes five, either. So why should you take time out of your day to sympathize with game developers? After all, they're adults. If they don't like their situation they can move on, right?Well, the problem is that it's just not a very effective way to manage a project, and often it's the quality of the games that suffer. This is not a new revelation; as far back as 1909 studies have shown that the 40-hour work week actually provides more output over a long period of time than when employees work longer hours.In an article published by the International Game Developers Association, 20 year development veteran Evan Robinson notes that studies show that regularly being awake for more than 21 hours impairs the mind as much as having a blood-alcohol concentration of 0.08... that's also the point where it becomes illegal to drive a car."It's ironic," Robinson wrote. "Most software companies will fire an employee who routinely shows up drunk for work. But they don't think twice about... people who are impaired to the point of legal drunkenness due to lack of sleep. In fact, they will demand that these people work to the point of legal impairment as a condition of continued employment."