Development time for a game notwithstanding, the prevailing current in the AAA industry right now is to release now, fix later, create annoyances, and sell solutions. Post-purchase monetization is a top priority, regardless(or more likely heedless) of the degenerative effect it has on customers.
Development time for a game notwithstanding, the prevailing current in the AAA industry right now is to release now, fix later, create annoyances, and sell solutions. Post-purchase monetization is a top priority, regardless(or more likely heedless) of the degenerative effect it has on customers.
I don't really play those games. God of War, Spiderman, Borderlands, Diablo, Palworld, Balder's Gate. Some of them let you buy non-game changing things, but nothing required (expansions notwithstanding). I don't play games that have annual versions.
I wish everyone had proper management so that crunch didn't exist. Unfortunately good management is rare. Folks need to be fairly compensated for their time and efforts, especially if crunch exists. I previously worked in a field where there was crunch three times a day with advertisers involved. Happily, with a small team and clear deadlines, I didn't break them. But it does suck every time.
Development time for a game notwithstanding, the prevailing current in the AAA industry right now is to release now, fix later, create annoyances, and sell solutions. Post-purchase monetization is a top priority, regardless(or more likely heedless) of the degenerative effect it has on customers.
I don't really play those games. God of War, Spiderman, Borderlands, Diablo, Palworld, Balder's Gate. Some of them let you buy non-game changing things, but nothing required (expansions notwithstanding). I don't play games that have annual versions.
I wish everyone had proper management so that crunch didn't exist. Unfortunately good management is rare. Folks need to be fairly compensated for their time and efforts, especially if crunch exists. I previously worked in a field where there was crunch three times a day with advertisers involved. Happily, with a small team and clear deadlines, I didn't break them. But it does suck every time.