Working Overtime to Kill You: Crunch Doesn’t Work
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Boxer was the admiration of everybody. … there were days when the entire work of the farm seemed to rest on his mighty shoulders. From morning to night he was pushing and pulling, always at the spot where the work was hardest. … His answer to every problem, every setback, was “I will work harder!”—which he had adopted as his personal motto.
— George Orwell, Animal Farm
Miwa Sado, who worked at the broadcaster’s headquarters in Tokyo, logged 159 hours of overtime and took only two days off in the month leading up to her death from heart failure in July 2013.
— The Guardian, Oct. 5, 2017
Friends, we live in a world of natural cycles. Spring follows winter. The tides roll in and out. OJ enters and leaves prison, bees are married to birds, dogs and cats live together and then have messy celebrity divorce. And eventually, someone decides to defend crunch time. Two months ago, Walt Williams did so in the bro-iest way, and it’s pretty darn godawful.
In August, Polygon excerpted a section from a new book by game-industry veteran Williams. It was a long hymn to crunch time. Hymn. I choose that word deliberately. Not a defense. Not a reasoned essay. Not an apology or eulogy or half-hearted ramble in favor of. Literally, Williams wrote a paean to crunch time literally titled “Why I worship crunch.”
Crunch is like the plague; we really should be immunized against this stuff by now. We’ve got a good two years before the End of Days, and we ought to be spending it on orchids and weapon systems before the stars go out for good.
Urban Dictionary has the best definition of the crunch:
The interval of time immediately before a project is due, when it becomes apparent that the schedule has slipped and everyone is going to have to work like dogs to try to complete the project in time. Crunch time usually occurs during the period between the next-to-last scheduled milestone (prior to which everyone was able to delude themselves that the schedule had NOT slipped) and the final deadline for delivery. During crunch time, workers are in crunch mode. Prevalent in the software industry, but used elsewhere as well.
In the gaming industry, ship-time is always last Tuesday. No prizes for those of you in the audience who have guessed how the game industry now works: crunch time is practically all the time now, across the industry. Everyone does it. The Internet is full of testimonials about crunch time, and how blasted and barren the practice is. One of the most famous is a LiveJournal entry titled “EA: The Human Story” by Erin Hoffman, who called herself “a disgruntled spouse.” “EA” means Electronic Arts. This was written thirteen years ago. Three class-action lawsuits were filed as a result, resulting in $14.9 million against EA.
… Within weeks production had accelerated into a ‘mild’ crunch: eight hours six days a week. Not bad. Months remained until any real crunch would start, and the team was told that this “pre-crunch” was to prevent a big crunch toward the end; at this point any other need for a crunch seemed unlikely, as the project was dead on schedule. I don’t know how many of the developers bought EA’s explanation for the extended hours; we were new and naive so we did. The producers even set a deadline; they gave a specific date for the end of the crunch, which was still months away from the title’s shipping date, so it seemed safe. That date came and went. And went, and went. When the next news came it was not about a reprieve; it was another acceleration: twelve hours six days a week, 9am to 10pm.
…. Now, it seems, is the “real” crunch, the one that the producers of this title so wisely prepared their team for by running them into the ground ahead of time. The current mandatory hours are 9am to 10pm — seven days a week — with the occasional Saturday evening off for good behavior (at 6:30pm). This averages out to an eighty-five hour work week. Complaints that these once more extended hours combined with the team’s existing fatigue would result in a greater number of mistakes made and an even greater amount of wasted energy were ignored.
… you do realize what you’re doing to your people, right? And you do realize that they ARE people, with physical limits, emotional lives, and families, right? Voices and talents and senses of humor and all that? That when you keep our husbands and wives and children in the office for ninety hours a week, sending them home exhausted and numb and frustrated with their lives, it’s not just them you’re hurting, but everyone around them, everyone who loves them? When you make your profit calculations and your cost analyses, you know that a great measure of that cost is being paid in raw human dignity, right? Right?
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