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Game has huge scope and is very ambitious as usual for CDPR. Most likely they have lots of bugs creeping in at these final stages; Gamedev is the most complex area of development no doubt. I work in the gamedev industry professionally and at home as an indie and can only respect these guys. I can't handle crunch at all. Almost died when tried to do it.
> Gamedev is the most complex area of development no doubt

Are you actually implying that building a game is the hardest most complex task you could possibly imagine?

It might be. I'd bet the AAA gamedev industry has the worst code quality on average, due to a combination of routine crunch, large team sizes working on the same product, and an "if it works, ship it" mentality.
And the apparent state that, not only can they not get the thing made as proscribed in the amount of time - how do they make it robustly designed with mind for future use?

They're like a freshman finishing their paper the night before - hell no they didn't edit for clarity, much less added depth.

In several ways yes. I meant not only in terms of code but generally. In gamedev the complexity is for the most part harder to measure and estimate. It can escalate pretty fast, involves several areas etc, must take the psychological of the player in account, often in abstract ways, what players are looking for, what engages them etc. Pretty complex for me, specially in AAA games like this.
Wow 8 months of crunch time? That's ridiculous.
It comes down to 1 extra hour per day in accordance with local labour law.
Sad, they should just delay it. One year crunch to finish Witcher 3? They should have better worker protection laws.
What exactly is sad? Studio is in EU, not US or Asia. There are strong labour protection laws in place. Nobody will be forced to do overtime for free. We have 8 hour work days with 40 hour max per week, 8 hour total overtime per week and 150 hours total overtime per year limit.

"Zgodnie z art. 131 Kodeksu pracy tygodniowy czas pracy łącznie z godzinami nadliczbowymi nie powinien przekroczyć przeciętnie 48 godzin w okresie rozliczeniowym.

Dodatkowo art. 151 § 3 określa, że limit godzin nadliczbowych na dany rok kalendarzowy nie powinien przekroczyć 150 godzin."

There are additional protections for parents of young children etc.

This news moves this game down on my interest list. Forcing your team into crunch for so long isn't healthy, and doesn't produce the best software.

It's a management failure if the game was announced too far in advance, and that shouldn't be a reason to punish the development team.