• interurbain1er@sh.itjust.works
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    30 days ago

    Lots of good game were done under intense soul destroying marathon crunch. I’m all for good workers condition but I’m pretty sure they can’t prove a causal relation between the quality of a game and the workers conditions.

    Hell, if exploiting workers and miserable working conditions didn’t actually work fine, we wouldn’t need unions in the first place.

    • theneverfox@pawb.social
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      29 days ago

      Under soul crushing crunch? Sure.

      Under micromanagement, design decisions led by the finance department, story led by consultants, and multiple formerly independent studios retasked with churning out parts of games like an assembly line? Not so much.

      People make games. It’s art and craftsmanship - if you design your games by committee, they’re going to be soulless and flat. If you don’t give your people autonomy, the details won’t get the attention they need to mesh together. If your turnover is high and your morale is low, everything will slow to a crawl no matter how many people you throw at it

      And ultimately, the people making the game won’t understand the vision. They won’t get emotionally invested, they won’t take risks, they won’t fight to fix problems early

      They won’t try to make a good game, because they already know they’re being ordered to make a bad one

    • fibojoly@sh.itjust.works
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      29 days ago

      “they made good stuff in horrendous conditions. Horrendous conditions must be the cause!” You sound as stupid as a troll.