#14 Salió él en una entrevista diciéndolo, aunque luego devs de Red Dead Redemption 2 dijeron que, a pesar de que hay crunch time, no es como lo pinta Hauser.
https://kotaku.com/red-dead-redemption-2-developers-speak-out-after-rockst-1829835034
“In the time that I’ve been at the studio, work practices have definitely improved,” said Phil Beveridge, a coder at Rockstar North. “Crunch on Red Dead Redemption 2 has definitely been a lot better that it was on GTA V, where I was pulling a month of 70+ hour weeks (while being told by my boss at the time to go home...)”
“I have never worked more than maybe 50 hours a week (and that’s a rare occurrence), but I generally work about 2-6 hours of paid overtime per week,” said Vivianne Langdon, a tools programmer at Rockstar San Diego.
“I have been at Rockstar for two years, and worked on RDR2,” said Danny Bannister, a vehicle artist at Rockstar North. “I have never worked anywhere close to 100 hrs a week. There was some crunch sure but nothing ridiculous. We worked hard on the game but we weren’t being abused. I think the most I did on RDR2 was 60 for one week.”
“As a worker at Rockstar North, I should probably add my voice to the conversation going on around crunch,” wrote tools designer Tom Fautley. “We do crunch. I’ve not seen anybody forced to work 100 hour weeks, but I’ve definitely seen friends get closer to that figure than is healthy. I am asked, encouraged and expected to work overtime (both nights and weekends) when coming up to a big deadline. The most I’ve ever worked in a single week during my nearly-five years here has been 79 hours, but that was not recently.”
Y luego salió Hauser diciendo que se refería a él y su equipo de guionistas
There seems to be some confusion arising from my interview with Harold Goldberg. The point I was trying to make in the article was related to how the narrative and dialogue in the game was crafted, which was mostly what we talked about, not about the different processes of the wider team. After working on the game for seven years, the senior writing team, which consists of four people, Mike Unsworth, Rupert Humphries, Lazlow and myself, had, as we always do, three weeks of intense work when we wrapped everything up. Three weeks, not years. We have all worked together for at least 12 years now, and feel we need this to get everything finished. After so many years of getting things organized and ready on this project, we needed this to check and finalize everything.
More importantly, we obviously don’t expect anyone else to work this way. Across the whole company, we have some senior people who work very hard purely because they’re passionate about a project, or their particular work, and we believe that passion shows in the games we release. But that additional effort is a choice, and we don’t ask or expect anyone to work anything like this. Lots of other senior people work in an entirely different way and are just as productive – I’m just not one of them! No one, senior or junior, is ever forced to work hard. I believe we go to great lengths to run a business that cares about its people, and to make the company a great place for them to work.
Pero claro, a lo que se dio bombo fue a las declaraciones iniciales.