https://cogconnected.com/feature/naughty-dog-crunch-game-development-sony-playstation-ps4/
I remember a few years back that there was a thread here about how horrible EA treated their developers. This basically makes it seem like it's endemic to the AAA game development community with Sony basically condoning the same type of behavior (wouldn't be surprised if Microsoft also did stuff like this).
While the excessive overtime and weekend shifts aren't "required" they affect employees performance reviews and if not done can potentially lead to employees being fired.
I guess this is the price you pay if you want great single player gaming experiences?
Regards,
SB
Unfortunately this is valid probably for every big company involved with big projects, huge sums of money and big investors.
This is not the price of wanting great single player experiences. This is the price of competition, risk, debt and pressure in our economy.
This is also not necessary a phenomenon that happens during the final stages of a project. Hiring contracts can be very tight for the employee.
For example some hiring contracts can be 3 or 5 year old commitment with penalties if the employee decides to leave earlier. During that period anything you produce inside or outside the company is owned by the company (so you d better not show anything original even as a hobby outside the company), long hour shifts are expected and quite often unpaid.
Both big budget movies and games have such phenomenons.
These phenomenons steal a lot of energy, passion, life-expectancy, time, physical and mental health, social and family life from big talents working in the industry.
It is how things are and it shouldn't. But this is common practice in a very competitive industry so it becomes a necessary norm by each individual company. If money and competition werent a problem we would have had an industry where the creative talents would have been free to express their creativity in more ways and in more humane conditions. This is also one of the reasons why few companies risk originality. The result is a movie and game industry that rely on the same repetitive formulas and quite often we see large budgets with huge inconsistencies in quality in the same movie or game (i.e amazing CG in some scenes and curiously very bad quality CG in others). Profit determines if, how and when things are done.
Sometimes of course we do get some special gems. While some gems can be commercial successes (see Spider-verse), others can be a total work of art that may not be suitable for commercial success, either because they took their time or because they target a smaller marker or for a combination of reasons. Regardless they are a work of art that deserved to be produced even for a niche. The latter of course is a dying art because they cannot be supported by money and along with them also more humane working conditions. It makes someone wonder if the superb work behind the direction of Spider verse would have been appreciated as much if it was an original movie instead of a Spider Man movie.
The employee has to choose between following a dream in the industry and forget a normal life or forget his/her passion for more normal living conditions. It is a price that often has to be paid.
In general, unless you are working in a small company with small projects, the needs of the company are completely disconnected from the needs of the employees instead of being aligned. Therefore if you choose your personal needs you are excluded from the corporate culture/society of the company.