The Scotsman

Game firms can do better when it comes to the ‘crunch’

An era-defining game made in part in Scotland raises questions about industry practices, writes Martyn Mclaughlin

-

hy is it we seldom question the working practices underpinni­ng great works of art? The history of popular music is littered with examples of eradefinin­g albums which did not emerge fully formed, but required blood, sweat and tears to coalesce into something that would stand the test of time. Their genesis may have coincided with nervous breakdowns, physical conflict, and abusive behaviour, collateral traumas which are laughed off and bolster the auteurs’ self-penned mythologie­s.

The same is true in cinema, where giants such as Stanley Kubrick were excused for conduct bordering on the tyrannical. The Shining, for example, is not one of Kubrick’s best films, yet remains memorable chiefly for Shelley Duvall’s frantic performanc­e. Would it have been the same film had he not subjected her to debasing treatment? Perhaps not. Then again, a more pertinent question is whether such behaviour informed the creative process.

The rapid evolution of the video game industry means its defining titles boast fully formed worlds and immersive narratives unthinkabl­e a generation ago. Games are a fixture in our cultural life. With that comes some long overdue soul searching about the value – and cost – of these creations.

If you’re not a gamer, you probably missed the fanfare surroundin­g last week’s release of Red Dead Redemption 2. A dizzyingly ambitious title set in the postrecons­truction era US south, it is the first original title released by Rockstar Games – the creators of the Grand Theft Auto series – in five years.

Its studios around the world, including Rockstar North, based in The Scotsman’s old offices in Edinburgh’s Holyrood Road, spent seven-and-a-half years conceiving and finessing a title that stands to win a host of awards and generate extraordin­ary sums of money.

Yet the launch coincided with debate of an issue known as “crunch”, which refers to a cycle in a game’s developmen­t where staff work for weeks of intense and often unpaid overtime in order to implement changes and meet the scheduled release date.

In the case of Red Dead Redemption 2, the controvers­y was sparked by an interview with Dan Houser, Rockstar’s co-founder, in which he said “we were working 100-hour weeks”. The admission lit up the internet like a Roman candle, and although Houser later clarified his comments – stating that the extended hours applied only to senior writers over the course of three weeks – the controvers­y gathered pace.

Dozens of current or former Rockstar employees confided in the gaming site, Kotaku, describing a “crunch” culture not simply confined to the latter stages of a game’s developmen­t, but spread over months and years. Some attested to working mandatory overtime of up to 80 hours a week, or being asked by their manager why they weren’t working more than 40 or 45 hours over the same period.

One Rockstar North employee bemoaned having been on “a steady death march of mostly mandated 50 to 60-hour weeks for quite honestly years”, while another former Uk-based staffer said the stress of constant overtime over the best part of the last decade had taken a grave toll on their health. “They were – are – one of the best companies going,” they added. “But the thing is, for the

 ??  ??

Newspapers in English

Newspapers from United Kingdom