Paul the sparky wrote:It's a weird one, because I've always thought Rockstar had a "Ready when it's ready" approach to their games, I thought the success of stuff like GTA bought them time. LA Noire had some shitty stories coming out but I can't remember what that was all about.
Nina wrote:Paul the sparky wrote:It's a weird one, because I've always thought Rockstar had a "Ready when it's ready" approach to their games, I thought the success of stuff like GTA bought them time. LA Noire had some shitty stories coming out but I can't remember what that was all about.
There's a story about cake and LA Noire in this Twitter thread.
Funny how one of the replies mentioned it was even worse before Rockstar started working with that studio.
Also don't think there's any studio that can really do a "ready when it's ready" approach, at some point you need to make money. I vaguely remember Horizon getting pushed back to February, which was a pretty big deal then. That was definitely the furthest it could have been pushed back, as after that a new fiscal year would start and for some reason unknown to me it couldn't be released in the new year.
Paul the sparky wrote:My hopes of an early ShopTo delivery have been nixed by Rockstar.
Literally worse than slavery.
Hey, I'm at R*. If it puts anyone's mind at rest, I can tell you that the issue has been widely misreported / misunderstood. However I do appreciate all the concern for our welfare, it is certainly an important conversation to have. For Red2 though, as far as I'm aware no one was ever compelled to work extra hours. It was all handled MUCH more maturely than in the old days.
For anyone interested:
About the most that ever happened was, during the final push we politely asked our team to do what they could. For some, that meant squeezing in a few extra hours here and there to get the game over the finish line. For others, they wanted to stick with core hours of 9 to 5 throughout the project and that was totally fine.
Personally I did some heavy hours at times, but it was entirely self inflicted on my part and I'd do it again. For me it is about trying to make the game that everyone expects from us, the game that we expect from ourselves. I feel immensely proud to make stuff that so many people care about, it isn't just a job for me, it is my life's work. And generally I would say the company is good at sharing success with its staff in terms of compensation afterwards etc. So don't cry for me too much I hope you guys enjoy the game, roll on the 26th![\quote]
The link I posted at the top of the page is of an employer who joined Bondi after it was being taken over by Rockstar, and it still wasn't great. Could be that previous management screwed it up so much that this was the best Rockstar could do. Who knows.ShabbyMcCrabby wrote:Yeah, from all I read at the time, the studio or other lead (can't remember which) was an absolute knob and made the whole thing horrible for everyone
equinox_code wrote:Well yea, no employee hoping to keep their job was going to slag off their working bag conditions, were they.
Blocks100 wrote:We can we get down to the business of talking about playing Cowboys and Indians again?
equinox_code wrote:Well yea, no employee hoping to keep their job was going to slag off their working bag conditions, were they.
nick_md wrote:Maybe I got that wrong.
Dark Soldier wrote:There's a R* employee on rllmuk who had this to say:
https://www.rllmukforum.com/index.php?/topic/295221-red-dead-redemption-2-the-next-edge-10/&page=43&tab=comments#comment-12042356
Hey, I'm at R*. If it puts anyone's mind at rest, I can tell you that the issue has been widely misreported / misunderstood. However I do appreciate all the concern for our welfare, it is certainly an important conversation to have. For Red2 though, as far as I'm aware no one was ever compelled to work extra hours. It was all handled MUCH more maturely than in the old days.
For anyone interested:
About the most that ever happened was, during the final push we politely asked our team to do what they could. For some, that meant squeezing in a few extra hours here and there to get the game over the finish line. For others, they wanted to stick with core hours of 9 to 5 throughout the project and that was totally fine.
Personally I did some heavy hours at times, but it was entirely self inflicted on my part and I'd do it again. For me it is about trying to make the game that everyone expects from us, the game that we expect from ourselves. I feel immensely proud to make stuff that so many people care about, it isn't just a job for me, it is my life's work. And generally I would say the company is good at sharing success with its staff in terms of compensation afterwards etc. So don't cry for me too much I hope you guys enjoy the game, roll on the 26th![\quote]
FAKE NEWS / manager post
Andy wrote:nick_md wrote:Maybe I got that wrong.
You did. Quite badly.
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