Recently, the issue of 'crunch time' in
the games industry has come to the forefront of discussion – crunch
time being the still-common practice of forcing employees to work 60,
70, 80 hour weeks or more, sometimes for months on end, in order to
complete games. Crunch time is in the news because of an
IGDA report on the issue (and a promise to work with publishers
about the issue, because according to an IGDA survey 37% of employees
report they are not compensated for crunch time).
What really brought the issue to a boil
was the derisory
response to the IGDA report by industry veteran Alex St. John,
who essentially said that crunch time is just part of the business –
he concluded his screed by saying "Don’t be in the game
industry if you can’t love all 80 hours/week of it — you’re
taking a job from somebody who would really value it." Now, a
number of people like Rami Ismail have fisked
St.
John's article (among others who wrote in opposition, his
own daughter), so I don't feel the need to directly address the
issues raised.
Still, I want to explore why crunch
time arose in the games industry and became a standard part of the
production process for many years – and why most of those reasons
are no longer valid for most games. Let me make one thing clear up
front: I think when crunch time occurs, everyone should be well
compensated for it regardless of the reasons behind the crunch. And
that while crunch time is often due to avoidable problems like
feature creep or bad management, there are times when it's the least
bad alternative – but those cases should be rare.
The Origin of Crunch Time in the
Games Industry
Crunch time arose in the games industry because of the need to hit specific ship dates for several reasons. These reasons were dictated by the technology and the business model of the time, which was in the 1980's as the initial videogame console era (led by Atari) came to a close. Whether games were being created for consoles (after 1985, this was the Nintendo Entertainment System or NES, and later the Sega Genesis and other systems) or for personal computers (the Apple II and Commodore 64, initially), they all had some common features. The games were put onto some form of media (a cartridge or a floppy disc) and put into a box along with instructions, and then sold in retail stores.
Crunch time arose in the games industry because of the need to hit specific ship dates for several reasons. These reasons were dictated by the technology and the business model of the time, which was in the 1980's as the initial videogame console era (led by Atari) came to a close. Whether games were being created for consoles (after 1985, this was the Nintendo Entertainment System or NES, and later the Sega Genesis and other systems) or for personal computers (the Apple II and Commodore 64, initially), they all had some common features. The games were put onto some form of media (a cartridge or a floppy disc) and put into a box along with instructions, and then sold in retail stores.
This meant that manufacturing had to be
prepared in advance for the final game code (the "gold master")
to be ready for duplication, along with all of the packaging.
Retailers had to be told of the game's ship date months in advance,
so they could place orders. All marketing efforts, including
advertising and PR, had to be created months in advance, with large
amounts of money spent, in anticipation of a certain ship date that
had to be chosen many months before the software was finished.
Add to all of this, once the software
was duplicated onto its medium there was no way to change it or patch
it – there was no online connection. Theoretically, you could
perhaps recall all the packages you had shipped and replace the
software, but the cost would be staggering – and I don't know of
any cases off-hand where that was done.
Because of all these factors, the games
had to be finished, tested, and debugged by a certain time or else
the publisher would lose a lot of money. A missed ship date could
mean advertising appeared months before release, rendering it useless
(or worse than useless, if it got people mad).
Add to this the problems associated
with early console games, which were all on cartridges (memory chips
in a proprietary plastic case) that were only manufactured by the
console maker. If you wanted to put out a game for Nintendo's Super
NES, for instance, you not only had to have your game approved by
Nintendo (which meant the game had to be submitted in final form),
but Nintendo would manufacture the game as well. You had to tell
Nintendo months in advance not only when you would deliver the game,
but also how many cartridges you wanted made (and pay a large amount
of the bill up front, too). If you missed your delivery date, your
manufacturing window might be gone for weeks or months – so you
might well miss the all-important holiday season. Thus, a huge
incentive to go into crunch mode and get the game done.
Don't forget, too, that manufacturing
was only part of the issue – huge amounts of money were spent on
time sensitive marketing and PR. Advertising in magazines had to be
created and scheduled months in advance. If you pushed out your game
release by a month or several months, you'd miss the issues where
your game was advertised – or worse, where your game was featured
on the cover or previewed in a feature article.
Many video game companies in the '80's
and '90's were positioning themselves to go public through an IPO –
that was the primary way companies paid back initial investors at
that time, and employees could realize huge amounts through their
stock options. Thus companies like Electronic Arts were focusing on
meeting quarterly financial goals for years in order to look good
prior to an IPO – which meant meeting projected sales in a quarter,
which meant doing whatever you could to ship software on the date you
had promised many months ago. Crunch time again, with the carrot that
your crunching could make you rich someday through a more successful
IPO.
Finally, there was typically an
extremely limited time to generate revenue from your game. Retailers
didn't keep games around for more than a few weeks unless it was a
very strong seller. Over 90% of a game's lifetime revenue might occur
in the month after its release – so if that month was not perfectly
timed with all marketing efforts and the peak game-buying season, you
could be losing millions. Hence, crunch time.
Now, none of those reasons to go into
crunch mode meant that you shouldn't compensate employees for
crunching. Some companies did directly through added pay or bonuses
or vacation time. Sometimes it was more indirect (the stock options
might have an increased value). Often crunch time just wasn't
compensated at all, but expected.
Why Crunch Time Should Now Be
Rare
If you think about most of the reasons I listed for the existence of crunch time, most of them just don't apply in today's game market. Many of the most lucrative games earn their revenue over years, and are essentially services – like League of Legends or Clash of Clans. New content is constantly being delivered every few weeks, but it really doesn't matter what day it ships on. There's no manufacturing times, or long marketing lead times. New content is created and presented to players. Crunch time would be burning out your employees to no financial purpose.
If you think about most of the reasons I listed for the existence of crunch time, most of them just don't apply in today's game market. Many of the most lucrative games earn their revenue over years, and are essentially services – like League of Legends or Clash of Clans. New content is constantly being delivered every few weeks, but it really doesn't matter what day it ships on. There's no manufacturing times, or long marketing lead times. New content is created and presented to players. Crunch time would be burning out your employees to no financial purpose.
As for getting the game perfect before
it ships, that does matter to some degree – but it's nowhere near
as important as it used to be when you couldn't patch a game. In
fact, many games now make a point of having early open betas to let
people test out the game and help refine the design, as well as add
to the marketing excitement. Yes, games that are sold in retail
stores still have some time constraints that might encourage crunch –
but not to the same degree that it used to.
Really, crunch time should be rare if
you are at all good at scheduling and don't succumb to feature creep
in your game design. Yes, there are still good reasons for crunch –
for instance, you're a small developer and you're going to run out of
money unless you get your new game out the door generating revenue.
But managers at all levels should strive to avoid crunch whenever
possible. When it's necessary, make sure you are compensating the
employees as generously as you can for the immense sacrifice you're
asking them to make.
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