Bungie says he is taking steps to "make our teams healthier after one year of fate" 2 Contentual development that "is slowly wearing down people".
This message is from Luke Smith, Creative Director of Bungie, who shared concerns over a massive "Director's Cut" community update this week. In the update, Smith praised Bungie's team for having recently avoided destiny suffering "content droughts" after launch, and "did a great job of doing things, chasing things To grow fat "with force and so on. "
At the same time, it was "more difficult than expected" for the team to provide the content promised by the Bungie's Annual Pass system, according to Smith:
The extent of what we delivered, the tempo we provided has delivered it, and the total throughput for the annual pass will burden the Bungie team. I ̵1; and many others – spent the entire year talking to team members who had jumped from release to release about the difficulty of working on Destiny . Work on the game began to wear people down. Here is an example:
During the annual season, we invented new, custom-made methods to receive rewards every season. The Black Armory had its treasures, Season of the Drifter had the "billing machine", Season of Opulence had its goblet. Each of these mechanics – each with their own lessons – was valuable, but also put the team into a non-sustainable development cycle. We needed to develop a more systematic, standardized set of mechanics to improve the progress of our teams.
We will deal with this problem in Destiny 2 [Smith] did not elaborate on how the workload of the team Destiny would diminish in the future. But it's not the first sign that Bungie has slowed down the pace of updates for the benefit of its employees. In June, Smith said Bungie had postponed a weapon repair patch in the game for a month to maintain the development team's work-life balance.
Working smarter, not harder?
These steps by Bungie reflect a small but growing trend among companies that publicly claim they are slowing game release times to avoid a "crunch." Doug Bowser, president of Nintendo of America, told IGN that the decision was made in part for the reason that "we need to ensure that our employees lead a good working life" balance. " Apex Legends Executive Producer Drew McCoy said in April that we had frequent updates but "want to maintain our culture as a development team and avoid a crisis that can quickly lead to burnout or worse." And Mike Morhaime of Blizzard told Eurogamer last month that Crunch "is not sustainable and we need to find better ways to work" although he acknowledged that it was the key to the creation and growth of the company 459006] This type of anti-crunch messaging is probably a good PR strategy, especially when the anger of fans about delaying a game can quickly lead to completely unreasonable levels. But despite ongoing reports of the widespread crisis at companies like Epic Games, there seems to be a consensus in the industry that it's not good for the end result in the long run to force employees to burnout.
"I hear more and more publishers … reject the crisis and say" we do not work that way "," said ESA President Michael Gallagher to Vice Games at E3. "And that's an attraction for the best and brightest to recognize those opportunities and make those individual decisions to go to those companies."