Rockstar Employees work “100-hour weeks”

Rockstar co-founder Dan Houser has recently gotten flack for a comment he made in a Vulture article, that Rockstar employees worked several “100-hour weeks.” On social media, this sparked a conversation over the “crunch” period of video game development, where developers are often forced to work long hours without overtime pay to meet a deadline, … Continue reading “Rockstar Employees work “100-hour weeks””

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Photo Courtesy of Rockstar Games

Rockstar co-founder Dan Houser has recently gotten flack for a comment he made in a Vulture article, that Rockstar employees worked several “100-hour weeks” during the final leg of development for Red Dead Redemption 2. On social media, this sparked a conversation over the “crunch” period of video game development, where developers are often forced to work long hours without overtime pay to meet a deadline, and also sparked a conversation about American work ethic in general. Houser later clarified in an interview with Kotaku that nobody was forced to work these hours and that it was done voluntarily by only a few senior level employees. In general, this sentiment has been echoed by Rockstar employees on social media.

There is a larger conversation to be held around how deadlines and “crunch” work in the video game industry in general. The video game industry is the only entertainment medium I can think of where release dates are set years in advance — and regularly broken. As consumers, we’ve grown accustomed to seeing games delayed, or undergo radical change, far beyond the original deadline. Looking at you Square Enix.

Some companies, like Blizzard, eschew from this problem by releasing games “when they’re done” and not setting a release date ahead of schedule. It’s harder to generate hype and regularly market your game when there is no release date, but a company might eliminate the potential backlash that comes from a delay, or avoid the “crunch” period of several weeks of overtime to meet an arbitrary deadline. On the other hand, a deadline could be seen as necessary motivation.

Does this model need reform, or is it fine as is? Is “crunch” a necessary evil, or a product on an unhealthy work environment?

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