Chris Metzen said he had the most awesome job one could imagine but his family was neglected and his daughter was growing up without him and that was one of the reasons he retired. Most developers don't have that luxury. He is a genuinely good guy and he made the right choice. We all know how fatherless daughters and boys are likely to end up. Daughters end up having an Onlyfans account and boys become the simps or criminals. Just look at the black community in America.
Also, you can pretend to be redpilled and criticize modern civilization and single moms all you want but you are kind of a hypocrite if you support this. Children with fathers working 16 hours a day, 7 days a week are de facto fatherless. In fact, it is worse, because they will end up resenting him for neglecting them.
Do you really want broken people with broken families to make your games?
I'm sure the Poles are used to being exploited.
Interesting connections for hobos. I'd thought that a regular hobo would simply try to sell it in some random scrap market for a quick buck, rather than try to smuggle it out of a country.I still remember that one time two hobos stole the "Arbeit Macht Frei" sign and tried to smuggle it out of Poland to sell it to a Swedish Neo-nazi.
He likely approached the hobos offering them money to do itInteresting connections for hobos. I'd thought that a regular hobo would simply try to sell it in some random scrap market for a quick buck, rather than try to smuggle it out of a country.I still remember that one time two hobos stole the "Arbeit Macht Frei" sign and tried to smuggle it out of Poland to sell it to a Swedish Neo-nazi.
Yeah, he hired them to do it.He likely approached the hobos offering them money to do itInteresting connections for hobos. I'd thought that a regular hobo would simply try to sell it in some random scrap market for a quick buck, rather than try to smuggle it out of a country.I still remember that one time two hobos stole the "Arbeit Macht Frei" sign and tried to smuggle it out of Poland to sell it to a Swedish Neo-nazi.
Or maybe they were just following orders.Yeah, he hired them to do it.He likely approached the hobos offering them money to do itInteresting connections for hobos. I'd thought that a regular hobo would simply try to sell it in some random scrap market for a quick buck, rather than try to smuggle it out of a country.I still remember that one time two hobos stole the "Arbeit Macht Frei" sign and tried to smuggle it out of Poland to sell it to a Swedish Neo-nazi.
Who the hell works with such schedule? Kids in Indian sweetshops? Your country doesn't have any labour laws or unions?fathers working 16 hours a day, 7 days
I've seen software developers here in Italy work with such schedules for short periods of time (a couple of weeks or a month at best). However, usually, it was something more like 15 hours a day with a free sunday to rest.Who the hell works with such schedule? Kids in Indian sweetshops? Your country doesn't have any labour laws or unions?fathers working 16 hours a day, 7 days
Who the hell works with such schedule? Kids in Indian sweetshops? Your country doesn't have any labour laws or unions?fathers working 16 hours a day, 7 days
The core challenge in any development in industry, from movies to computer games, is management. Especially in video games, poor management is way too common, is costly and leads to crunch time and bizarre goals.
That applies both to low level management and high level. This is what sunk otherwise interesting companies like Ion Storm and is sinking former giants like Blizzard.
This is also why crunch time is really just another mythical-man-hour strategy and is indicative of poor management. Pouring more people over more hours on a project always result in a sharp dip in quality and an even sharper dip in productivity.
I'd fire any manager who consistently get projects into "crunch time".
The core challenge in any development in industry, from movies to computer games, is management. Especially in video games, poor management is way too common, is costly and leads to crunch time and bizarre goals.
That applies both to low level management and high level. This is what sunk otherwise interesting companies like Ion Storm and is sinking former giants like Blizzard.
This is also why crunch time is really just another mythical-man-hour strategy and is indicative of poor management. Pouring more people over more hours on a project always result in a sharp dip in quality and an even sharper dip in productivity.
I'd fire any manager who consistently get projects into "crunch time".