membran  (E-Mail nur eingeloggt Sichtbar) am 26.10.2018 11:13 Uhr
Thema: The Human Cost of Red Dead Redemption 2 Antwort auf: Mitarbeiter relativiert das Ganze von Icheherntion
Kotaku und Eurogamer haben beide recherchiert. Hier ein paar Ausschnitte.

The Human Cost of Red Dead Redemption 2
[https://www.eurogamer.net/articles/2018-10-25-the-human-cost-of-red-dead-redemption-2]

Staff at Lincoln have been in crunch mode on Red Dead Redemption 2 for over a year, multiple people I spoke to at the studio told me - long even by Rockstar standards. Since October 2017, late finishes during the week and on two Saturdays each month have become mandatory. Breaks are unpaid and "often" worked through. In August this year, hours increased further. Every working week was six days, with hours just under the 60 mark.

"It's not a naturally sustainable thing to do, to put in that amount of hours, to work this much, with no end in sight," one person said. "And the fear is those at the top have seen how profitable this is working at 150, 200 per cent and wonder why we should ever slow down. Now months have turned into over a year and we're staring down the barrel of this not actually ending because there will always be more things coming out."

Everyone I spoke to at Rockstar Lincoln said these hours were "mandatory".

"I've definitely done more than 100 hours," someone who worked at Rockstar North recalled of their time on GTA4. "Some people would come with sleeping bags. They would work until two or three in the morning, then unroll their sleeping bag, go to sleep under the desk, then get up at six or seven and start working again. It was usually two nights because it would become unbearable. And then you'd do a normal day - finishing at eight o'clock." Says someone else, who worked on GTA5: "It got to the point where I was napping under my desk. I wasn't the only one. It got to the point where it hit lunch times - or the equivalent, as I work nights - and you would get people having a sleep under their desk rather than eating. You were just so exhausted." And another: "During the port of GTA5 to PS4 and Xbox One we crunched for a year straight. Our usual hours were 9am - 8:30pm Monday to Saturday. Some were asked to work Sunday and throw away any weekend or day off."

Staff I spoke to said there's no question of not doing these hours.

"It's called Mandatory Overtime or extended hours. It's pretty clear," someone who worked on GTA5 and Red Dead Redemption 2 told me. "There was a point on GTA5 when we were brought in by department and told we'd be working an extra 16 hours a week now," another person recalled. "That was as official as anything became. It was pretty much: 'we'd really appreciate you working an extra 16 hours a week and if you don't we won't appreciate it'."




Inside Rockstar Games' Culture Of Crunch
[https://kotaku.com/inside-rockstar-games-culture-of-crunch-1829936466]

The word “crunch” is something of a misnomer. It implies a short period of time toward the end of a project—crunch time, the final opportunity for everyone to make the game as good as possible. But in the video game industry, crunch can happen any time, for a variety of reasons. Whether there’s a big publisher milestone coming up, some executives are coming to town, or the creative director wants to look at a new demo, there are many periods when game developers might have to work nights and weekends to finish big tasks.

For some people working on Red Dead Redemption 2, crunch started as early as 2016. For others at Rockstar, crunch periods started in the fall of 2017, a year before the game’s release date. Even when the company wasn’t in official crunch mode, dozens of current and former employees say they’ve felt compelled to stay late for a variety of reasons. “Rockstar pressures employees to put in overtime in several direct and indirect ways,” said one current Rockstar developer. “Coming in on weekends is perhaps the only way to show you are dedicated and care. So you can be very efficient and hard-working during the week, but if you don’t show up on the weekend, you’re accused of not doing your share and will be constantly harassed.”


In conversations and e-mails, six current and former employees all independently used the term “culture of fear” to describe their experiences at Rockstar, in large part because of that overtime pressure. “There is a lot of fear at Rockstar,” said a former employee, “fear of getting fired, fear of under-performing, fear of getting yelled at, fear of delivering a shitty game. For some people fear is a great motivator, for others it just incites rebellion.” Some current employees, when asked, said they’d experienced nothing like this, noting that it would all be dependent on their department and individual manager. But those who have worked in several of Rockstar’s offices have described feeling like they had to be in the office as much as possible out of fear of getting yelled at, having their bonuses docked, or losing their jobs.


***Diese Nachricht wurde von membran am 26.10.2018 11:21 bearbeitet.***
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