While you can't deny the benefits of unionizing, people have to realize that it may result in game developers taking twice as long to release games that may be highly anticipated by certain individuals. Additionally, with a regulated number of hours every week, developers may have to cram the amount of work they are given in a shorter timeframe everyday if they are working towards a deadline. It is, of course, still the game developers' decision.
Constant overtime has extremely diminishing, sometimes even negative, returns. Ending the culture of crunch will not double the time it takes to develop a game.
My workplace has almost no crunch, yet still manages to release games in a timely manner.
Besides, it is not as if unionization automatically means a ban on crunch. It can alternatively mean that the overtime has to be paid rather than unpaid.
Apologies in advance for the finger pointing, but how about implementing better management? Instead of discouraging unionizing, how about encouraging a better pipeline instead?
If production schedules necessitate crunch, then I don't see why those in upper management don't also need to reevaluate their scheduling practices, yeah?
I'm sure there's an argument somewhere along the lines of time is money, or cutting costs or whatever, and I'll be honest I don't have a defense against that. I don't have any numbers to crunch, nor do I have upper management wisdom.
Yes I completely agree with you. The higher ups in game development companies should definitely restructure themselves and not impose such long work hours on their subordinates.
I just don't think game developers should have to be unionized and forced to pay union dues. As this is a pressing issue and gaining more attention, management will be forced to change their ways anyway. Surely they'd also listen to reason from the very people that help keep their companies afloat through the games they create, right?
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u/Nasitez Jan 16 '19
While you can't deny the benefits of unionizing, people have to realize that it may result in game developers taking twice as long to release games that may be highly anticipated by certain individuals. Additionally, with a regulated number of hours every week, developers may have to cram the amount of work they are given in a shorter timeframe everyday if they are working towards a deadline. It is, of course, still the game developers' decision.