daemoz@lemmy.worldtoPC Gaming@lemmy.ca•'Devs are getting ground up as collateral damage': Fallout: New Vegas lead says burnout has replaced crunch as 'the primary hazard of the game industry'
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7 months agoWhich makes a lot of sense considering a lot of Dev shops went from waterfall oriented projects to continual devops. When fallout New Vegas came out, there were only a few MMOs that were selling horse armor. Now that has become the standard for almost all multiplayer games. Every multiplayer game now has its own in-game store to better suck dry addicts and make producers life lazier and easier. And since we’re pushing out so many buggy rapid releases, the devs need to keep working to hot fix what traditional ly would have been QAd and improved before release. This is clear to me and I have never worked in a game studio.
With a simple NPV calc it’s obvious why the dlc is a complete waste of time. I mean we could easily afford to hire another team that will quickly provide positive cashflow, but then the producers are going to wonder if consumers are spending less on x because of y, and x is what we used to project future revenue numbers to our board. If we don’t reach the x projection and I get canned then I’ll always regret having tried y. I mean sure y superceded all expectations, and made millions, but it also had like 800k in overhead. We should probably just lay of 300 developers who are willing to work 60 hour weeks for 40 hours of pay and decrease the level of qa/QC time on x so we can get started on x2 and push into prod, nevermind the bugs. Also I’ll need you to work Sat because the system keeps throwing exception errors