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Crunch helps no one, says Minecraft boss

Crunch helps no one, says Minecraft boss

Mojang's Kaplan: Endless hours will only slow staff down

Punishing 80-hour working weeks isn’t just damaging to a developer’s quality of life, it is also highly inefficient, the business development boss at Mojang has said.

Daniel Kaplan, whose studio broke onto the scene with the Minecraft phenomenon, said he was “saddened” by revelations of unremitting crunch work at Australian studio Team Bondi.

The LA Noire developer is alleged by many to have enforced staff to work seven-day weeks, for at least ten hours per day, in order to complete unrealistic project deadlines.

“It is saddening to hear about a studio that has to crunch for months because they agree to milestones that they couldn’t possibly complete in time,” Kaplan told Develop.

“I don’t think anyone benefits from crunch. Certainly the workers don’t. Everyone suffers. People don’t work better when doing more hours, they work worse,” he added.

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“Crunch usually happens when projects aren’t planned properly. It’s a management problem. A lot of the time a studio will crunch when things aren’t planned to reasonable time frames.”

Kaplan’s comments add to the outpouring of scorn against Team Bondi, which has been near-universally criticised for enforcing crunch work on its studio staff.

Many developers have condemned the practice as “unacceptable”, while the International Game Developers Association said it would investigate the matter.

At the heart off the issue is a number of conflicting requirements within the games industry.

In modern triple-A development, increasingly polished products often need to be produced as efficiently and cheaply as possible. Development costs have skyrocketed, while a retsil game’s margins for profit have shrunk.

Publishers have become highly risk-averse, even more so in the wake of the global financial crisis, and in turn game studios can afford to make only a few mistakes and even less risks.

The theory of crunch is that often these conflicting requirements channel down to the developer, who must complete numerous projects under unreasonable, illogical and often harmful deadlines.

“I think at Mojang we’ve only crunched once, when we wanted to get an update finished faster than planned,” Kaplan added.

What ?

posted by Max Jul 07, 2011 at 1:17 pm
1
Max

I doubt Mojang is a real reference on that matter, regarding at which speed they release small updates to people who have already bought their game in a beta stage. I agree with what is said, but that's two different worlds IMO.

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Different

posted by Jan Jul 07, 2011 at 3:27 pm
2
Jan

A small indie studio with (almost) infinite money might not have much in common with rest of the industry.

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To be fair,

posted by robcrossley Jul 07, 2011 at 3:52 pm
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I was questioning Daniel on the issue of crunch, and this was his response.

So if Mojang isn't a "real" reference on the matter, then that would be my misjudgment in asking him.

But I disagree anyway; The fact that Mojang isn't set up like a normal studio isn't a reason to ignore how it operates.

In fact, if you ask me, the opposite is true. I don't think the horrendous issue of crunch will be solved by studios looking inwards.

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My take

posted by Dan Jul 07, 2011 at 4:20 pm
4
Dan

Mojang's comments are entirely relevant. Or at least, I've come to learn over 3 decades that as far as coding or creativity is concerned - you can work twice as many hours for only a short period of time. Thereafter, I've often found you then need to work LESS hours for the mind, or your creativity, to then recover. So yes, it is very much a false economy.

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question

posted by Patrick Jul 08, 2011 at 3:14 pm
5
Patrick

Would this "only time we've ever crunched" be for the Halloween Update?

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