Games made under crunch conditions do not deserve the “Best Direction” award

The Last of Us Part II is a great game, but you shouldn't admire the conditions under which it was created.

Last of Us Part II It’s a great game, but it shouldn’t be.Admire the conditions under which it was made.
screenshot: Naughty dog

last night, Last of Us Part II He left The Game Awards with seven trophies, including Game of the Year, Best Narrative, Best Audio Design, Best Performance (Laura Bailey as Abby), Innovation in Accessibility, and Best Action / Adventure.I can argue whether it deserves them, but I think it’s pretty obvious that there is no game So the developers had to crunch, favorite Last of Us Part II You must award the Best Direction Award. Last of Us Part II Somehow I won again.

According to The Game Awards website, the Best Direction Award is given for “Outstanding Creative Vision and Innovation in Game Direction and Design.” This explanation makes it clear that the responsibility for winning or losing this award rests with the person responsible for leading the the case of Last of Us Part II, This is Neil Druckmann, director and co-president of Naughty Dog, and is often hailed as the alter behind the success of the game.

It’s no secret that Naughty Dog submitted the worker Incredible level crunch to get Last of Us Part II It’s outdoors, but when it comes to Naughty Dog and game development in general, it’s little innovation. Over the years, developers have been obsessed with games such as: The studio has a constant employee turnover rate. Last of us And unknown, Burn out and throw a towel. Relentless overtime, missed weekends, long hours of not seeing family. These things come at the expense of even the most passionate artists.

“This is unsustainable, so it won’t be repeated multiple times per game,” one said. Last of Us Part II The developer said Kotaku Earlier this year. “At some point you notice.’I can’t keep this up. I’m old. I can’t stay and work all night.”

Let’s be clear. The presence of crunches indicates a failure of leadership. It’s up to the game director and producer to ensure that the workload is properly managed and the goals are met. If workers are forced to crunch explicitly or otherwise, it may push the limits of existing staff or promote an environment where overtime is an implicit (if not spoken) requirement. Either or both, it means that the manager himself is missing somewhere.And just as ambitious Last of Us Part II Director Neil Druckmann and his project “Suspicious experiments in areas that push human limits” Not needed to make a great game.

HadesAnd, implicitly, the people who lead the development at Super Giant also won the Best Director Award last night. It’s a great game, Last of Us Part II Definitely better in some respects. The reason I didn’t win the Game of the Year is a subjective argument that I’m not interested in right now, Hades Worth winning the best direction, at least more Last of Us Part IIThanks to the studio’s meaningful avoidance of crunch culture on various projects.

Respect workers' rights, even in the realm of hell.

Respect workers’ rights, even in the realm of hell.
image: Super giant game

“You are talking about sustainability.” Hades Writer and designer Greg Casabin Said Kotaku last year.. “It’s a word we use a lot and it’s a very high priority for us as a team. We’ve been working together for 10 years. For people on the team who got married or had children. The percentage is much higher than it was just [Supergiant studio director Amir Rao] And [co-founder] Gavin Simon and a kind of start-up lifestyle in the living room of the house. It’s as if we’re going to travel long distances, we can’t operate like we were just getting started. “

Supergiant provides employees with unlimited leave and requires all workers to take at least 20 days each year. Emails will stop sending after 5 pm on Friday. They say everyone is watching everyone else to make sure no one is burned out. Just as crunch culture is partly born of good qualities like passion and dedication, these and various other decisions are made by people simply by paying attention to the type of environment of themselves and their colleagues. They have created a culture of super giants who learn to take care of them and grow up in their own actions.

I don’t hate Last of Us Part II.. I don’t hate Naughty Dog, Neil Druckmann, or anyone involved in its development. Who has the time? But I say I’m disappointed with The Game Awards, the show’s creator Geoff Keighley, the show’s advisory board, and the unnamed journalists and developers who weigh heavily on the winner and loser decisions. .. More than ever, the industry feels more prepared to discuss the dangers of crunch culture and the solutions to eradicate it.But I will spare no praise along the way Last of Us Part II The instructions only feel like the implicit approval of the crunch and help push the conversation back to the backburner.

Popular online statement, First made Fanbyte’s podcast producer, Jordan Mallory, said:The message from everyone who shares it is clear: there is no game, not even a loved one in the industry Last of Us Part IIWorth destroying the life you create.

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