The conditions under which video games are developed are foreign to many of us. If I were to tell you that there are people who develop PTSD, depression, high-level of anxiety and suicidal thoughts, you might think I am exaggerating. There is often this belief that because it is a video game, working on it must be fun. Just think at the number of people who claimed in their youth years that they want to develop video games, because that is the best job since you have to deal with games all day.
Given the fact that E3 represents such a major point for the game development companies, they are all trying to impress and to attract as many potential gamers as possible. Having the shiniest, flashiest, and most provoking demo can represent a guarantee that players will be at least interested, and hopefully purchase the product. The twist is that the demo doesn’t always end up in the game or it is simply made up.
The demo of Cyberpunk 2077 (the most awaited game of 2020 which
flopped) presented at E3 2018 left us all mesmerised. We couldn’t wait to get our hands on the game and to finally discover this dystopian world where everything worked seamlessly and where possibilities were endless. Turns out that the demo was hurried and
there are rumours that it was actually fake.
Faking demos is only one of the darker sides of E3. The other has to deal with labor and the work that employees prior to this event. In the book,
Blood, Sweat and Pixels, Jason Schreier subtly
introduces us into the world of game developers hanging out at a bar during a game conference. Over drinks the developers present stories of working endless hours, sleeping at the office or not taking days off.
Cyberpunk 2077 has been reported as a game which relied on overtime work in order to finish some its components. The same was true for the demo presented at E3 2018, prior to which the co-founder of CD Projekt (the company behind the game) said:
We’ve been working toward it for some time already,” Iwiński said. “We’ve been communicating clearly to people that of course there are certain moments where we need to work harder—like I think the [2018]
E3 demo is a pretty good example—but we want to be more humane and treat people with respect. If they need to take time off, they can take time off. Nobody will be frowned upon if this will be requested.”
The expectation of working hard prior to a big event or to a big launch is a typical scenario inside the industry. We refer to this phenomenon as crunch - but more about it will be uncovered in the following issues. For now, we have established the ground that overtime and hard work goes into making those demos that we see and that get our attention.
Quite often, those games are built on the back of the workers who spend endless hours in the office. You know overtime work is a structural issue when in the press you get people congratulating themselves for not having worked over 40 hours/week.
Maybe it is time to ask more questions about the conditions in which the games we enjoy are created?