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 Jun 08, 2005 - 01:30 PM - by Michael
* IGDA to Devs: Kill Crunch Mode

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PC Games/Hardware/Microsoft
On the topic of bugs in games, the IGDA has an article detailing why the industry should eliminate crunch mode.

Mostly, it's the cost, but the wear and tear on developers is something to consider too.

When used long-term, Crunch Mode slows development and creates more bugs when compared with 40-hour weeks.

More than a century of studies show that long-term useful worker output is maximized near a five-day, 40-hour workweek. Productivity drops immediately upon starting overtime and continues to drop until, at approximately eight 60-hour weeks, the total work done is the same as what would have been done in eight 40-hour weeks.

In the short term, working over 21 hours continuously is equivalent to being legally drunk. Longer periods of continuous work drastically reduce cognitive function and increase the chance of catastrophic error. In both the short- and long-term, reducing sleep hours as little as one hour nightly can result in a severe decrease in cognitive ability, sometimes without workers perceiving the decrease.
Anyone else notice that a higher percentage of good, low-bug games come from studios that run on a "it'll be done when it's done" philosophy?

Of course, there's the flipside - they have to actually be working during that time. Waiting for Duke Nukem Forever to be "done" is far beyond a standing joke these days.
 

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