Crunch culture has spread like cancer in the gaming industry. Companies like EA, 2K Games, Rockstar, many other AAA video game makers use crunch to publish games on time. In the meantime, developers sacrifice the balance between work and personal life. Looking at the recent release of GreedFall, it is hard to understand the amount of effort put into this project.
But team Spiders used an organized iterative development design to create the massive open-world RPG. The tea made sure they minimize the crunch. The entire process is designed to help developers keep a good balance between work and personal life.
Speaking with Segmentnext, Spiders shared insight on the way they developed GreedFall.
We still have deadlines during the development, but we work in a very iterative way. Most of the people do not crunch at Spiders – that’s really important for us that people have a great balance between personal and working life. If you are an independent developer, we still have an obligation regarding our schedule and publisher Focus Home Interactive.
Most of the time when we have decided to extend the development time to make a better game it was a discussion between our publisher and us. We have mainly chosen to extend development time on GreedFall instead of cutting some content, and it is a chance to be able to act like this. We have chosen to work more deeply on polish and more closely on balancing these last months, with a lot of playtests and even a small closed beta to be able to improve the game the more we can (and an extended debugging period cause the game is huge)
GreedFall is currently 77 on Metacritic and is among the trending games on Steam. It is a game that fills the void left by BioWare’s recent RPGs and hopefully, Spiders can keep creating amazing RPGs.