At some point, people figured out that during a couple of weeks of mad rush right before a deadline, if youâve got committed, well-rested employees who know theyâre going to get a rest afterwards, they tend to be much more productive than they normally are. Some bad managers only paid attention to part of that, and determined that eighty hour weeks are more than twice as productive as forty hour ones, and intentionally started inducing crunch. They somehow didnât notice that the third week of crunch is only about as productive as a regular week, and after that, itâs way less productive as everyoneâs exhausted. Combine this with the fact that people with management knowledge tend to flee from the games industry rather than to it, and you end up with the software engineering industryâs least effective managers running things with easily debunked dogma.
Comment on Noooooo you can't make a microtransactions free game and finished too đđđ
NotYourSocialWorker@feddit.nu â¨1⊠â¨year⊠agoI canât understand why crunch time has become so normalised. Thereâs no other software development project where constantly failing to plan for the needed time requirement would be accepted. Crunch is a sign of bad project management, it isnât normal.
AnyOldName3@lemmy.world â¨1⊠â¨year⊠ago
Sylver@lemmy.world â¨1⊠â¨year⊠ago
But when it works, when that day comes, weâll make a hell of a lot of money for the shareholders! Isnât that nice?