![]() But it’s an industry where there’s a meat-grinder approach to its human components. Sucking it up and accepting low pay and shit conditions is considered par for the course: it’s a gig where the difficulty is often replaced by enthusiastic success when a game hits. This is something that occurs across most areas of the gaming industry. The book is basically a look at the same story happening across various-sized developers: the way deadlines and the crunch – extended hours, often for months, supplanting all other parts of the employees’ lives – that leads up to them destroys human resources and results in games released in a far from optimum state. ![]() ![]() “Sounds like a miracle that this game was even made,” I said. If you wanted to distil Jason Schreier’s collection of stories about the creation of a variety of games (from a long-awaited Diablo sequel, to a tiny homage to simulated farming, to a never-released Star Wars game) you could pretty much just use this, from the introduction: ![]()
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