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This white paper is one of the only academic reviews of video game tightening: this is what it is called when developers work considerably more than 40 hours a week to complete a project on time. This is a ubiquitous factor of division in the industry and one of the biggest rallying calls for those who want to syndicate the game development in the United States. Crunch, according to Take This, negatively affects the productivity, brain function and mental health of employees and their families, increasing burnout and staff turnover.
I have been at Rockstar for two years and I worked on RDR2. I have never worked nearly 100 hours a week. There was some tightening but nothing ridiculous. We worked hard on the game but we were not mistreated. I think the maximum I did on the RDR2 was 60 for a week.
– Danny Bannister (@BeardyDan3D) October 18, 2018
The question is bigger than Rockstar, though. The video game industry has long earned the trust of Crunch, which was at the center of the scene in 2004 with the publication of the blog "EA Spouse", a letter strongly criticizing the working practices at Electronic Arts. According to the position, employees worked for months of "pre-compression" (eight hours, six days a week), then "slight compression" (12 hours, six days a week) and finally compression (12 hours, seven days a week). ), with no hope of additional leave or compensation for overtime.
"Stress takes its toll," says the letter. "After a number of hours of work, the eyes start to lose concentration.After a number of weeks with only one day of rest, fatigue begins to accumulate and accumulates. Exponentially There is a reason why there are two days in a weekend – bad the physical, psychological and mental situation of the person has deteriorated if we avoid these days.The team starts quickly to introduce as many defects as it removes them. "
"The team is quickly starting to introduce as many faults as it is removing them."
It was 14 years ago. Today, Rockstar is the face of the crisis, developers sharing strangely similar stories about studio life. However, the environment of these complaints is very different from more than a decade ago. Twitter sites and social networks make the task of storytelling easier. It takes shape and even affects fans of casual video games. there is a growing movement to syndicate game development, and prominent cases like Rockstar are fueling this particular fire. Critics and video game fans are more aware of the dangers of the crisis and are less willing to accept it as a necessary part of the industry, at least in its most extreme forms.
Which brings us to Red Dead Redemption 2.
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