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Hi There!

Welcome to my English 1302 creative project! This is a neocities website that, with the help of some preexisting assets that i will link at the bottom of the page, alongside the help and guidance of a friend, allowed me to set up a webpage to talk about Unpaid Overtime or "Crunch" In the gaming industry , what is is, how it affects both Games and developers, why it's so prominent in the industry, and ultimately, provide a solution to Crunch that not only takes into account video games, but the developers who make them as well.

What's Crunch?

While no definitive definition exists for "Crunch", it is generally viewed as long periods of unpaid or uncompensated work, specifcally overtime, that takes place during a development cycle for a video game. These periods can consist of up to 85 hour work weeks, and can last for weeks, if not months at a time. (Larsson 2018), (Cote and Harris 2020), (Dole 2020). These periods of development often occur due to the development team falling or lagging behind dritical development milestones and deadlines, although in many cases, said milestones and deadlines can be un realistic or become outdated as development continues.

Why do companies use Crunch?

To properly explain what crunch is, first, we have to breakdown how the modern game industry works. First, publising companies hire a development studio in order to develop a new game for the company. In return for this work, the company provides ample financial funding, marketing, and distribution to the developers for said game. Oftentimes, these companies enforce something refferred to as "The Iron Triangle", that being the combination of budget concerns, prodcut specifications deemned neccessary by publishers, and deadlines, as leverage over development teams. (Cote, Harris,2020). If a publisher deems that a dev team is not making saisifactory progress concernin their game, the publishers might withhold or withdrawl funding from said team, jeopardizing the financial securty of a potentially huge number of people.

How are Employess impacted?

Obviously, these long, draining periods of work have noticable effects on employees. Research shows that when employees undergo extensive periods of Crunch, it has a significant impact on their mental and physical health, inducing burnout, fatigue, and more. (Cote, Harris, 2020), (Larson 2018). Larson expands on this, showing that, via a questionaire he distributed to game devs online, crunch had a signifigant impact on their affective committment to a project. IE, they were more likely to leave the company after said project wasm finished/delivered, helping to explain why the video game developement idustry has such a high tur nover rate, even com;ared to other jobs in the tech entertainment industry. The biggest, most notable example of how Crunch impacted came devs however, came from Erin Hoffman, when in November of 2004, while her husband worked for video game publisher Electronic Arts (EA), anonymously published a series of blogs documenting firsthand how mandatory Crunch time implemented at the company affected her Husband. The blogs, publised by the pseudonym "ea_spouse", revealed how everyday when her husband returned from work, he was exhausted, mentally fatigued, and at one pint suffered from chronic migraines and stomach irritability. She also covers how this was being experienced by the whole team, not just her hsuband, and fellow employees became more irritable, began taking an increasing amount of unpaid sickleave, and began introducing more and more bugs into the game's code. It is also worth noting that Erin claims that Crunch started off as "mild", consisting of 48 hour work weeks, which eventually evolved into "heavy" crunch, consisting of 85 hour work weeks, with the mandatory shifts now being 12 hours long, with the occasional sunday evening off for good behaviour. (Hoffman, 2004)

How are games impacted?

Since Video games are pieces of interactive art made and developed by humans, it comes to no suprise that games that experienced signifigant or noteworthy Crunch time are heavily impacted by Crunch as a standard work pratice in the games industry. For instance, Hemraj mentions the work of investigative games journalist Jason Schreier, who covers dysfucntional or troubled development cycles in the Video game industry on a regular basis. Schreir specifically covered Bioware's Anthem (2019), infamous for its buggy launch, uninteresting setting, and general negative reception. While Crunch was not the only issue Anthem (2019) faced during its development cycle, it certainly contributed to the games financial and critical failure, with its online servers being taken permanently offline in early January 2026, only 6 years after its 2019 launch date. In addition, according to the veritable video game powerhouse Nintendo's inancial data released in 2023, their latest Pokemon game, Pokemon Scarlet/Violet sold over double the amount of units than previous entries in the series such as Pokémon: Ultra Sun and Moon. Due to the game's rushed development cycle however, it received incredibly poor consumer feedback, with players criticizing the high number of technical bugs/ glitches, the ugly visuals of the game, and the general lack of polish on the game as a whole (Tassi, 2022).

What can we do?

as consumers, there is not much we can do to help mitigate Crunch, aside from publicly advocating for and supporting efforts like unionization in the tech industry, which this webpage helps accomplish. Companies on then otherhand, have a very clear path open to them, that is, simply hire more people. If a project is truly, genuinely lagging behind on a deadline, i feel it would be paramount to take the team working on whatever aspect is faltering, move them to a new aspect, and bring in new hires to help tackle the first teams problem. That way development can still advance even if certain aspects of the game are a bit farther behind then others. This would also contribute greatly to the workplaces organizational memory, ie, the total accumulated knowledge present in a workplace. This solution would then present two primary benesits, the first being allowing the first team to maintain a healthy work schedule, and the second to allow new experiences and ideas be introduced into the workplace via the new hires. Obviously, this solution is not fool proof. If improperly managed, it might lead to a neverending rotation of new hires being thrown at a problem, but I believe it is a superior work practice compared to Crunch time, both in terms of internal Stability for Development studios, and the health of workers.

  • hehehe, i'm a secret

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