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Crunch Wasn't Enforced On Borderlands 3

"We don't do that."

32 Comments

Video game "crunch"--or the process of overworking developers towards the end of a game's production or in the lead up to milestone reviews--has been a hot button issue for many years, but particularly in 2019.

Gearbox Software, the developer of Borderlands 3, recently spoke with VG247 about the studio's policy on crunch, and why they don't do it.

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"We are not a crunch studio," multiplayer producer Chris Burke said. "We don’t do the thing where we say, 'Hey, everyone's going to be working 10 hours, or 12 hours a day,' or whatever. We don’t do that."

"It is hard to completely avoid it, because you’ve got people--Okay, I'm going to name drop a guy, he's probably going to be pissed. We have a guy, Brad Sierzega. He is one of our level artists for the game, so if you like the way Promethea looks, you can thank Brad Sierzega. He is a guy who knows that every second he puts in the game improves the game. I can’t actually even stop him."

No Caption Provided

"On the one side, you've heard the horror stories of devs who've driven their people into the ground. And then, there are other stories, where it's like, 'Man, you guys have to calm down, it's not a sprint, it's a marathon. And you can't just burn yourself up right now,'" Burke continued.

More and more developers and studios have spoken out about crunch this year. Rockstar co-founder Dan Houser claimed that some employees were working 100-hour weeks on Red Dead Redemption 2, the closure of Telltale Games unearthed some painful truths, MachineGames admitted it's trying to eliminate crunch, Massive Entertainment talked to us about it, and top Bethesda devs spoke out on why crunch is bad. Crunch has always existed in video game development, but with more developers speaking out and the public becoming more aware, it seems to be a slightly less frequent issue at least.

Borderlands 3 launches on September 13 for PlayStation 4, Xbox One, and PC.

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dynamotnt

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nothing they say can be trusted, even if the game comes out 10/10 you're still supporting scum by buying it. take 2 are a joke.

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doremonhg9x

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Good guy Gearbox, amirite?

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gatsbythepig

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What a weird way to word the article. It almost sounds like the company in fact does a crunch, but just doesn't enforce it.

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Jaxith

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@gatsbythepig: That was my first thought too. It's real easy to imagine from the rhetoric of the headline that what they mean is, "We don't enforce crunch, but when it comes time to evaluate our hires we value those with the greatest drive and commitment to our brand, and this will be reflected in terms of individual employment moving forward." ...Or, "We're not forcing anyone. But anyone who doesn't won't have a job next week."

That's what the rhetoric of the headline leans on for me, but thankfully I don't get that impression from the article itself. I'm fairly sure the negative conotation of the headline was unintentional (and surely not just sleazy clickbait, either) but in the future, I really hope they'd use an actual and not misleading quote, like, "We are not a crunch studio..." Same headline, clearer rhetoric.

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Tangsta03

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Edited By Tangsta03

@gatsbythepig: The media have approached this completely wrong. There is very little wrong with crunch, it's only when the crunch is "forced" upon those that don't want it is where issues arise. Some people are workaholics and love the crunch, and they should be allowed to do this unless it starts impacting their health. Obviously, the real solution is better planning and managing, because you can't afford to have days where nothing gets done only to have to make up for them later on in the dev cycle.

Any development cycle where 90% of the game gets done in the final few months means that many things went wrong in the first few years and that needs to stop. That means lead/creative directors need to spend more time in the pre-planning stages of the game and figure out for sure what their vision is before committing. Too many creatives tend to just start the process having zero idea and then hope like hell something gets formed 5 years down the track. That may be fine for a single artist with unlimited time, but not for a large team that have deadlines to meet.

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southsouthsac

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Excellent! Take that Trump!

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Carpetfluff

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No crunch...just being abused by Randy Pitchford when he isn't out and about or online making himself look like a dick.

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Thelostscribe

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That's good, while Crunch(overtime) is necessary in all industries, long term overtime isn't good for employees. If you are working more than 40 hours for several weeks, it is very taxing mentally. This simply means that they announce a release date more accurately than other developers.

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jsprunk

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We don't crunch. We only squash and then tear out their tiny misshapen souls.

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JusstaDrop

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Don’t worry, we didn’t ask our workers to stay and fix all the problems they couldn’t fix so far so it’ll be a crappy game at launch.

Crunch is life. If you work in any industry where there is a deadline, you’ve faced a “crunch”. I’m an Uber driver and I have dropped off many people to warehouse jobs and let me tell you about crunch... some of those people (especially in food warehouses) don’t even have set hours. They work until the work is done. Could be 3-11pm could be till 5am the next morning. I guess the media doesn’t care enough to shine a light on that. The poor lads sitting at a desk and typing code are clearly the ones worse off than the guys and gals doing physical labor on crunch at ungodly hours.

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thelongestyodel

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@jusstadrop:Oh please Uber driver tell us the ways of the world....

The problem is, as I sit in a film studio creating graphics for shows you'll be watching in six months, the work of a creative professional is never done until someone decides it is, which is a vague finish line at best. It's not a pallet of boxes to move, or inventory to check, it's doing countless revisions on things because people see you as a 24/7 resource they can keep piling work onto because they know if you say no you can be replaced, and you know it too.... So they can keep you at a desk doing the same thing over and over and over again until it resembles their creative "idea" and fuk any plans you might of had that night/week/year.

Crunch is not life, Crunch is a tactic used by management to push out products/shows/games quicker at the detriment of the workers and it's why creative industries are pushing back so hard on it. You just have no idea what you're talking about.

I work 12 hour days minimum by guild rules, I don't know a single person that works 60 hour manual labour jobs, 8 hours is standard unless you're in North Korea.

And anyone working a job with no set hours is doing it illegally, or selling weed. In which case can they set me up with a half O after I finish my 14 hours desk job shift?

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southsouthsac

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Edited By southsouthsac

@thelongestyodel: get back to work instead of posting on videogame forums. You people wouldn't have crunch if you worked more diligently. Sad!

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JusstaDrop

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@thelongestyodel: we get it. You have a kush easy job and want it easier still. Thus is the way of the world of human complainers. How many times did Sprokect make you press the button today, George? He’s a real slave driver isn’t he? If only you could live the simpletons life of breaking your body for a meager living 12+ hours a day with no many for a real vacation then you’d be happy, eh?

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iambobthebush

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Edited By iambobthebush

@jusstadrop: Dude, you're an uber driver, you have one of the easiest jobs in the world, you have no right to call someone else's job easy.

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JusstaDrop

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@iambobthebush: didn’t say I didn’t. Just said I’ve been around a lot of people who do physical crunch jobs. Nice reading though.

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Thelostscribe

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Edited By Thelostscribe

@jusstadrop: Actually, as someone who has done both types of jobs, physical labor is much easier psychologically to work more than eight hours a day. Desk work is pretty draining mentally, which is strangely more taxing than being drained physically for me.

That said, I don't think crunch is good in any industry long term. If someone has ever worked a full time job, there are times where overtime is needed. It's when it is long term overtime that things get bad. I'd say if you are working 60 or so hours a week for more than a month, it's maddening. I've done that working two jobs, after two weeks, I was ready to quit both. But there are people who are workaholics and they enjoy that stuff, but they are generally the exception and not the rule.

Edit : I do agree that physical jobs do seem to shrugged off or not mentioned. It is draining of course, but I find desk jobs worse for overtime.

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Archangel3371

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Well I guess that’s one bit of good news from some of the negativity that’s been circulating this game recently.

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Thanatos2k

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Edited By Thanatos2k

"We don't do crunch - Randy mistreats the employees personally."

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Thelostscribe

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@Thanatos2k: lol, a little encouragement slap never hurt anyone right?

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videogameninja

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Crunch! LOL!

I had a feeling this term was going to become the new “4 letter word” in the industry.

-But, Ninja. Crunch doesn’t have 4 lett… ugh, nevermind.-

-THE OTHER “C” WORD NINJA APPROVED-

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Thelostscribe

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@videogameninja: Haha, I do think long term crunch is bad, but any full time worker knows sometimes your employer needs you to work overtime.

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deactivated-64efdf49333c4

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Crunching doesn't even make sense if you really think about it. It jacks up development cost, decreases polish, and crushes your employees' spirit. Just delay the game. It will end up being way more polished, give your employees a chance to rest or work on something else, and, if your game falls short of its release date, you'll learn a lesson in not announcing your games too darn early.

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SIMOMEGA

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@Barighm: So that's why Breath of the Wild took so long to make lol.

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doremonhg9x

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Edited By doremonhg9x

@Barighm: We agree with you, but the investors can't be bother to give a shit lol. If the game turned out to be a piece of turd and underperformed, they will just pull out and invest in other things. Most investors never care about long term planning or reputation of the company or shit like that, they just want their money, and fast.

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DragonAtma

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@Barighm: Remember, November and December provide a lot of sales (certainly more than 1/6th), so companies often try to push games early in time for the holiday season.

Of course, they could simply delay it until NEXT holiday season and spend the extra ten months giving the game extra polish and bonus features, but companies don't usually do that (especially smaller ones that may not be able to afford waiting ten months).

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deactivated-64efdf49333c4

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@DragonAtma: That's...what I said. Are you agreeing with me or...?

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DragonAtma

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@Barighm: Pretty much; unfortunately, too many CEOs have their own, less-than-sensible viewpoint.

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nefphlegm

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@Barighm: Everyone has a boss... when they set an agreed date for a product to be released those guys in the higher up offices mean it. Otherwise developers suffer some penalties.

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deactivated-64efdf49333c4

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@nefphlegm: So...don't do that. Simple.

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southsouthsac

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@Barighm: agreed. Is that you Dr Pitchford?

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