• itsathursday@lemmy.world
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      19 hours ago

      Financial milestones or conferences or industry markets are always putting deadlines on things. This just screams bad scheduling and punishing the workforce to make good on an impossible timeline.

      • MoonMelon@lemmy.ml
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        10 hours ago

        Yep, the schedule is always a perpetual crisis. Justifies crunch, adding tech debt, shooting down dev wishlist items, cutting content, all sorts of things.

        The last game I worked on got panned pretty hard, and amongst the hundreds of complaints I didn’t see one that hadn’t been raised internally months or years before release. Some of them I personally had shelved P4 change lists that were 6 months old. But hey, no time for that, we gotta get this E3 trailer out! Oh now that’s done? Well changelist is old now, can’t risk submitting that we got a presentation for the brass soon!

        Anyway I think I’m retired, or something.