As part of the talk I gave to GamesFreeBall and in the context of the controversy that generated work exploitation information from NetherRealm Studios, Epic Games and Tencent, John Hight, producer and executive vice president at Blizzard Entertainment, rejected that the long days I have noted that the work process was different when I started in the industry, I pointed to the work / life balance as an essential part of the creative process.
& quot; When I started in the Industry was expected [continuous work] and, in a way, we wanted to work continuously. & quot; first recognized the veteran developer, whose career goes back to the 90s. & quot; In a company where I worked long before Blizzard I literally invested 3 years 7 days a week and 12 hours a day (…) I took a big chunk of my life that I would like to have back, and I am very conscious of not want to see young developers join our study repeat that. & quot;
& quot; Many studies have shown that it is simply not effective for employees to work long hours; mistakes are made, they are not creative … You know, some of our best ideas come after vacations or a break because people had to think about where they want to go with the story, how to add some feature to the game. We want to be sure to have people mentally and emotionally in shape to make great games. Because you have a good mood to make games. The work / life balance is an important part of what we do. We want people to be able to be creative and express themselves here, but also to go home and have a life. & Quot; concluded
As we mentioned at the beginning, the statement came on the subject of exploitation information in templates of multiple studies, although the phenomenon known as & quot; crunch time & quot; It is not exactly new. One of the most notorious cases was that of the Rockstar San Diego developers, who accused inadequate work conditions as part of the Red Dead Redemption development in 2010. Team Bondi went through something similar. Today we know that Dragon Age: Inquisition, Mass Effect: Andromeda and Anthem required the same sacrifices; Rockstar was again in the eye of the hurricane with Red Dead Redemption 2 and the list goes on.
Like Hight, Vince Zampella, head of Respawn also expressed against the practice, but if we add to the constant turnover and bad pay, it is not surprising that more and more people talk about the need for unions for the video game developers’ union.