The ESA claims crunch issues in the industry have been declining over the past decade
Crunch – the act of putting in way too much overtime to get a video game completed and out the door – is a sensative topic in the industry and one that players often ignore as long as they get their games. But Waypoint made an effort to reach out to over a dozen studios at this past June’s E3 to ask how they are dealing with crunch these days.
Both Microsoft and Nintendo said that they were looking out for employees and their work-life balance as games near the crunch period. The Division 2’s PR handler stepped in to stop the line of questioning on crunch, even while Creative Director Julian Gerighty was praising the Swedish work ethic and the balance that he had struck with his work and home life.
And ESA President Michael Gallagher claimed that crunch issues have lessened over the past decade. “I hear more and more publishers saying—and they’re doing this for competitive reasons, for culture reasons, they’re rejecting crunch, and saying ‘That’s not how we operate.'” he said. “And that is an attraction for the best and the brightest to see those opportunities and make those individual choices, to go to those companies.”