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	<title>Comments on: How is Crunch Time Avoidable?</title>
	<atom:link href="http://www.eldergame.com/2008/02/how-is-crunch-time-avoidable/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.eldergame.com/2008/02/how-is-crunch-time-avoidable/</link>
	<description>MMO game development</description>
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		<title>By: darkbhudda</title>
		<link>http://www.eldergame.com/2008/02/how-is-crunch-time-avoidable/comment-page-1/#comment-4983</link>
		<dc:creator>darkbhudda</dc:creator>
		<pubDate>Thu, 19 Jun 2008 08:16:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/02/14/how-is-crunch-time-avoidable/#comment-4983</guid>
		<description>I work for an engineering company and I see schedules being unrealistically slashed all the time.

My favourite overheard conversations when it comes to managers and schedules are:

Manager: &quot;Why do you have that 2 week dip in the schedule?&quot;
Scheduler: &quot;That&#039;s the Christmas holiday period.  You volunteering to work over Christmas?&quot;

Manager: &quot;I&#039;ve fixed your schedule and saved months of time.&quot;
Scheduler checks new schedule.
Scheduler: &quot;You applied the wrong calendar.  You&#039;ve now got everyone working 24 hours a day, 7 days a week.&quot;</description>
		<content:encoded><![CDATA[<p>I work for an engineering company and I see schedules being unrealistically slashed all the time.</p>
<p>My favourite overheard conversations when it comes to managers and schedules are:</p>
<p>Manager: &#8220;Why do you have that 2 week dip in the schedule?&#8221;<br />
Scheduler: &#8220;That&#8217;s the Christmas holiday period.  You volunteering to work over Christmas?&#8221;</p>
<p>Manager: &#8220;I&#8217;ve fixed your schedule and saved months of time.&#8221;<br />
Scheduler checks new schedule.<br />
Scheduler: &#8220;You applied the wrong calendar.  You&#8217;ve now got everyone working 24 hours a day, 7 days a week.&#8221;</p>
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		<title>By: Job Prospects: Poor at Kill Ten Rats</title>
		<link>http://www.eldergame.com/2008/02/how-is-crunch-time-avoidable/comment-page-1/#comment-3381</link>
		<dc:creator>Job Prospects: Poor at Kill Ten Rats</dc:creator>
		<pubDate>Tue, 20 May 2008 05:02:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/02/14/how-is-crunch-time-avoidable/#comment-3381</guid>
		<description>[...] employees, more will be graduating with minimal training and dreams of making the next WoW or Halo. Elder Game hypothesizes that MMOs could be a refuge from this, because they need survivors to run the live [...]</description>
		<content:encoded><![CDATA[<p>[...] employees, more will be graduating with minimal training and dreams of making the next WoW or Halo. Elder Game hypothesizes that MMOs could be a refuge from this, because they need survivors to run the live [...]</p>
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		<title>By: Brian 'Psychochild' Green</title>
		<link>http://www.eldergame.com/2008/02/how-is-crunch-time-avoidable/comment-page-1/#comment-1064</link>
		<dc:creator>Brian 'Psychochild' Green</dc:creator>
		<pubDate>Tue, 26 Feb 2008 21:00:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/02/14/how-is-crunch-time-avoidable/#comment-1064</guid>
		<description>I&#039;ve always thought that the origin of crunch time was probably some manager seeing the fact that some people stayed late and thinking, &quot;I should count that into the schedule!&quot;  There are a lot of reasons why people will willingly stay late: they are enthusiastic about the work, they want to try something out, or they are mildly autistic and get hyper-focused on the task at hand.

When I was working at 3DO, I saw both sides of the coin.  I loved M59 and willingly stayed late and worked holidays and weekends to make it better.  On my next project, crunch became a necessity because we had only a few months to do the project, in true 3DO style.  I grew to hate the project, even though I wasn&#039;t really working more hours than I put into M59.  There&#039;s a world of difference between &quot;I want to do this!&quot; and &quot;I have to do this....&quot;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve always thought that the origin of crunch time was probably some manager seeing the fact that some people stayed late and thinking, &#8220;I should count that into the schedule!&#8221;  There are a lot of reasons why people will willingly stay late: they are enthusiastic about the work, they want to try something out, or they are mildly autistic and get hyper-focused on the task at hand.</p>
<p>When I was working at 3DO, I saw both sides of the coin.  I loved M59 and willingly stayed late and worked holidays and weekends to make it better.  On my next project, crunch became a necessity because we had only a few months to do the project, in true 3DO style.  I grew to hate the project, even though I wasn&#8217;t really working more hours than I put into M59.  There&#8217;s a world of difference between &#8220;I want to do this!&#8221; and &#8220;I have to do this&#8230;.&#8221;</p>
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		<title>By: Babs</title>
		<link>http://www.eldergame.com/2008/02/how-is-crunch-time-avoidable/comment-page-1/#comment-1021</link>
		<dc:creator>Babs</dc:creator>
		<pubDate>Thu, 21 Feb 2008 16:52:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/02/14/how-is-crunch-time-avoidable/#comment-1021</guid>
		<description>I just had an interesting meeting on our game.  I was baffled by the statement that time equated with quality.  Since I&#039;m a firm believer in doing things right the first time and not relying on QA to be the benchmark of individual quality, I was completely stymied.

Perceiving that one has a choice of either meeting a deadline or making a quality product is what perpetuates things like crunch time.  It&#039;s not just management that needs to shift expectations, it&#039;s design teams that are so used to doing things &quot;the old way&quot; that they can&#039;t comprehend what a little nip and tuck can do for them in the long run.  These days, there is no apple cart in any industry that doesn&#039;t need some upsetting in order to make cider - and games are at the place in their lifespan where they either become business-like or they fail.

That doesn&#039;t mean the fun needs to come out of the jobs, but that certainly means they need to understand that crunch only hurts their own pockets.  No one works to lose money but that&#039;s essentially what crunch is all about.  It is devastating at a personal and corporate level.

I agree with Keira that a more skilled marketplace will change certain aspects of how games hire their staff but if management isn&#039;t turning over (or having deep, meaningful revelations over dinner) the effectiveness will be mitigated.  As young an industry as gaming is, management doesn&#039;t turn over as quickly as it would in, say, the Xerox culture.  A businessman running a company of designers is radically different than a gamer running a company of designers.

Why is Scrum such a buzzword right now for us?  Because we suck at managing both projects and time.  Nobody wants to crunch anymore but nobody knows how to stop it.  To me, it&#039;s not that hard a task.  I&#039;ve done this in other industries (including the ubiquitous entertainment industry).  It&#039;s not painless but it works.  Whether its Scrum or any other kind of method, it requires a very strong leader who is open to tweaking the very systems meant to tweak the broken battlefield.  And it requires a team willing to &quot;suffer&quot; a few hours between 9am and 5pm to avoid having to work from 5pm to midnight.</description>
		<content:encoded><![CDATA[<p>I just had an interesting meeting on our game.  I was baffled by the statement that time equated with quality.  Since I&#8217;m a firm believer in doing things right the first time and not relying on QA to be the benchmark of individual quality, I was completely stymied.</p>
<p>Perceiving that one has a choice of either meeting a deadline or making a quality product is what perpetuates things like crunch time.  It&#8217;s not just management that needs to shift expectations, it&#8217;s design teams that are so used to doing things &#8220;the old way&#8221; that they can&#8217;t comprehend what a little nip and tuck can do for them in the long run.  These days, there is no apple cart in any industry that doesn&#8217;t need some upsetting in order to make cider &#8211; and games are at the place in their lifespan where they either become business-like or they fail.</p>
<p>That doesn&#8217;t mean the fun needs to come out of the jobs, but that certainly means they need to understand that crunch only hurts their own pockets.  No one works to lose money but that&#8217;s essentially what crunch is all about.  It is devastating at a personal and corporate level.</p>
<p>I agree with Keira that a more skilled marketplace will change certain aspects of how games hire their staff but if management isn&#8217;t turning over (or having deep, meaningful revelations over dinner) the effectiveness will be mitigated.  As young an industry as gaming is, management doesn&#8217;t turn over as quickly as it would in, say, the Xerox culture.  A businessman running a company of designers is radically different than a gamer running a company of designers.</p>
<p>Why is Scrum such a buzzword right now for us?  Because we suck at managing both projects and time.  Nobody wants to crunch anymore but nobody knows how to stop it.  To me, it&#8217;s not that hard a task.  I&#8217;ve done this in other industries (including the ubiquitous entertainment industry).  It&#8217;s not painless but it works.  Whether its Scrum or any other kind of method, it requires a very strong leader who is open to tweaking the very systems meant to tweak the broken battlefield.  And it requires a team willing to &#8220;suffer&#8221; a few hours between 9am and 5pm to avoid having to work from 5pm to midnight.</p>
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		<title>By: Mike</title>
		<link>http://www.eldergame.com/2008/02/how-is-crunch-time-avoidable/comment-page-1/#comment-1010</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Wed, 20 Feb 2008 21:27:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/02/14/how-is-crunch-time-avoidable/#comment-1010</guid>
		<description>One of our engineers left his old company because of the excess amount of crunch.  He&#039;s a very senior engineer, and his departure probably cost that previous company a lot.

At GDC one evening, I was talking to a recruiter from another major game company.  I was interested in talking to some of their engineers to network a bit--we so rarely get to meet anyone that can&#039;t come to our desk!  But I couldn&#039;t, because they were all back at the office crunching.</description>
		<content:encoded><![CDATA[<p>One of our engineers left his old company because of the excess amount of crunch.  He&#8217;s a very senior engineer, and his departure probably cost that previous company a lot.</p>
<p>At GDC one evening, I was talking to a recruiter from another major game company.  I was interested in talking to some of their engineers to network a bit&#8211;we so rarely get to meet anyone that can&#8217;t come to our desk!  But I couldn&#8217;t, because they were all back at the office crunching.</p>
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		<title>By: Write the Game &#187; Friday Link Love</title>
		<link>http://www.eldergame.com/2008/02/how-is-crunch-time-avoidable/comment-page-1/#comment-908</link>
		<dc:creator>Write the Game &#187; Friday Link Love</dc:creator>
		<pubDate>Fri, 15 Feb 2008 16:42:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/02/14/how-is-crunch-time-avoidable/#comment-908</guid>
		<description>[...] at Elder Game, Eric responded to my post on dealing with Crunch Time. He asks, how is crunch time avoidable? He points out that negotiating with the upper-management is frequently a losing battle, [...]</description>
		<content:encoded><![CDATA[<p>[...] at Elder Game, Eric responded to my post on dealing with Crunch Time. He asks, how is crunch time avoidable? He points out that negotiating with the upper-management is frequently a losing battle, [...]</p>
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		<title>By: Keira</title>
		<link>http://www.eldergame.com/2008/02/how-is-crunch-time-avoidable/comment-page-1/#comment-907</link>
		<dc:creator>Keira</dc:creator>
		<pubDate>Fri, 15 Feb 2008 16:06:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/02/14/how-is-crunch-time-avoidable/#comment-907</guid>
		<description>Thanks for the feedback. Most of my experience is with smaller/indie companies, so a behemoth like EA it&#039;s probably harder to negotiate with. 

I do think, however, that on the whole skilled programers/designers are going to be making more of a name for themselves, and there is going to be a lot more competition in the marketplace. Hopefully this will lead to an increase in quality, rather than trying to cut overheads. I&#039;m sure there will be companies trying it both ways, but on the whole I would guess the ones that look after their employees will do better.</description>
		<content:encoded><![CDATA[<p>Thanks for the feedback. Most of my experience is with smaller/indie companies, so a behemoth like EA it&#8217;s probably harder to negotiate with. </p>
<p>I do think, however, that on the whole skilled programers/designers are going to be making more of a name for themselves, and there is going to be a lot more competition in the marketplace. Hopefully this will lead to an increase in quality, rather than trying to cut overheads. I&#8217;m sure there will be companies trying it both ways, but on the whole I would guess the ones that look after their employees will do better.</p>
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		<title>By: Eric</title>
		<link>http://www.eldergame.com/2008/02/how-is-crunch-time-avoidable/comment-page-1/#comment-890</link>
		<dc:creator>Eric</dc:creator>
		<pubDate>Thu, 14 Feb 2008 21:10:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/02/14/how-is-crunch-time-avoidable/#comment-890</guid>
		<description>That&#039;s a very good point about EA.

I also insist on having a more-or-less complete design doc before creating engineering estimates. Otherwise it&#039;s just a WAG!</description>
		<content:encoded><![CDATA[<p>That&#8217;s a very good point about EA.</p>
<p>I also insist on having a more-or-less complete design doc before creating engineering estimates. Otherwise it&#8217;s just a WAG!</p>
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		<title>By: robusticus</title>
		<link>http://www.eldergame.com/2008/02/how-is-crunch-time-avoidable/comment-page-1/#comment-887</link>
		<dc:creator>robusticus</dc:creator>
		<pubDate>Thu, 14 Feb 2008 17:46:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/2008/02/14/how-is-crunch-time-avoidable/#comment-887</guid>
		<description>I wouldn&#039;t hold up EA as an example any more.  Losing $400 million with a market cap roughly double your nearest competitor&#039;s, who is turning a $500 million profit, means a whole lotta billions will be shifting away from EA in the next 12 months.  Especially when said competitor is now bringing in significantly more revenue.  That&#039;s ultimately what their crunch time culture has sown, a crumbling empire.

I always say to do estimates by lifecycle phase.  Don&#039;t estimate coding until the design is done (or 90%), testing until coding is done, etc.  I prefer to allocate the same number of hours to QA as were given to coding.  The estimates tend to be very accurate that way but difficult to convince people that you can&#039;t estimate everything up front.  Otherwise you&#039;re just going the 3 weeks/6 weeks route for small/big projects.

As for cutting QA, well, you don&#039;t want the reputation of Acclaim or the &quot;bring out the gimp&quot; theme, eh?  It&#039;s ok, your users will test for you, right?  And smear your name all over the internetz.</description>
		<content:encoded><![CDATA[<p>I wouldn&#8217;t hold up EA as an example any more.  Losing $400 million with a market cap roughly double your nearest competitor&#8217;s, who is turning a $500 million profit, means a whole lotta billions will be shifting away from EA in the next 12 months.  Especially when said competitor is now bringing in significantly more revenue.  That&#8217;s ultimately what their crunch time culture has sown, a crumbling empire.</p>
<p>I always say to do estimates by lifecycle phase.  Don&#8217;t estimate coding until the design is done (or 90%), testing until coding is done, etc.  I prefer to allocate the same number of hours to QA as were given to coding.  The estimates tend to be very accurate that way but difficult to convince people that you can&#8217;t estimate everything up front.  Otherwise you&#8217;re just going the 3 weeks/6 weeks route for small/big projects.</p>
<p>As for cutting QA, well, you don&#8217;t want the reputation of Acclaim or the &#8220;bring out the gimp&#8221; theme, eh?  It&#8217;s ok, your users will test for you, right?  And smear your name all over the internetz.</p>
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