Yesterday, Vulture published an in-depth look at the making of Red Dead Redemption 2. One line, in particular, stood out to a number of game developers: “We were working 100-hour weeks [several times in 2018],” lead writer Dan Houser explained. In an industry plagued by crunch — a term that describes overwork and enforced (often unpaid) overtime, particularly toward the end of a project — it was a disappointing revelation. Red Dead Redemption 2 launches later this month, and it’s looking like one of the most expansive, detailed video games ever made. But there is clearly a human toll that comes from the way these sprawling experiences are developed.
Rockstar has since clarified the “100-hour weeks” comment. In a statement to The Verge,...
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