It took seven years. It spanned two console generations. It was the biggest undertaking in Australian games development. And the seven years it took to bring L.A. Noire to store shelves was consistently an unhappy time for many who worked on the game, reports IGN.
The freelance journalist Andrew McMillen, writing for IGN, gives a comprehensive look at L.A. Noireâs development, with stinging criticism from former Team Bondi staff and remarkably candid replies by the studioâs founder, Brendan McNamara. Throughout, Team Bondi is depicted as a contentious studio populated by exhausted developers perpetually in the throes of âcrunch,â an industry term and one of its nastier little secrets.
McNamara, to his credit, does not evade questions with corporate speak. Asked to account for turnover that saw at least 100 staff enter and leave the studio during Noireâs making, McNamara replied that he thought the figure was actually higher than that. âOf the people we tried to build the game with, most of them wouldâve never had any experience with this kind of thing before,â he said.
He also doesnât run from anonymous-sourced complaints about his management style, which some called verbally abusive. âAm I passionate about making the game? Absolutely,â he said to McMillen. âDo you think that Iâm going to voice my opinion? Absolutely. But I donât think thatâs verbal abuse.â
More troubling are the allegations IGN reports of unpaid overtime and manipulated job titles that dumped multiple job descriptions and 110-hour workweeks on some at insubstantial salaries. (The story alleges that overtime would only be paid out three months after the game was completed, requiring everyone to stay in order to be paid for that.) This is a common complaint in games development, especially here in the U.S. McNamara chalks up the workersâ unhappiness to their disillusionment about what kind of field this is, and what it really means to be competitive in it.
âThe expectation is slightly weird here, that you can do this stuff without killing yourself; well, you canât,â McNamara told McMillen. âWhether itâs in London or New York or wherever; youâre competing against the best people in the world at what they do, and you just have to be prepared to do what you have to do to compete against those people.â
Crunch is not a virtue. Itâs poor management coupled with abusive labor practice. Games development is shot through with the attitude that itâs OK. We saw it when Danny Bilson of THQ casually remarked on the âthousand-yard stareâ of Kaos Studios after two months of seven-day workweeks, making Homefront. (Kaosâ ultimate reward: Studio closure, and the project being shipped to MontrĂ©al.) And they get away with it because the layperson conceives of video games development as a Wonkaland of fun that anyone should feel lucky just to be a part of. That, and the lines of developers waiting at the door for the next disgruntled employee to quit, help keep things solidly in the favor of ownership.
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