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11. Re: Homefront Crunch Time Jan 17, 2011, 12:34 bhcompy
Cutter wrote on Jan 17, 2011, 12:23:
Beamer wrote on Jan 17, 2011, 12:04:
Or market demands. You can't simply blanket blame management. Sometimes unexpected things come up, or sometimes you need to hit a certain window or else you're screwed.

Uh, yeah you can. Crunch time particularly in this context does mean management dropped the ball big time. Crunch time in fact is very bad news. The reason 8 hours is a standard is because productivity starts to drop off after about 6 hours for most people so 8 is generally all you can milk them for, anything beyond that starts getting into exponential declines in productivity. Anything beyond 10 hours starts building into serious resentment and virtually no work done, or bad work done which may need to be redone...which sounds like the case here. That's a huge red flag for this game. There's zero gain to the average worker for forced crunch time and they resent it, which results in poor work for a poor product that was poorly managed from the get go.

Development doesn't quite work that way. I'd rather work a 4/10 schedule than a 5/8 schedule if I was doing development work. Development is about getting into the zone and staying in that zone as long as possible. Crunch happens on every game prior to it going gold, and many times it's because the publisher put a date on the game before it was ready.
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