@BananaMcGee1 Here’s a stat for you to find: How many times have any of the players cried on the show? Anonymous asked: It would be cool to have a list of all the times the cast and characters cried in the show.
You have talked about crunch time in the past a lot. Do you think it has ever harmed the quality of a game?
This is kind of a loaded question, though that may not have been your intention. The answer is “That depends”. Harmed it in relation to what? Not doing the crunch? If that’s the case, what do you consider the quality of a game that’s cancelled?
The reality is that crunch happens because there’s a necessity to do more work than there is time left in the schedule. It isn’t simply happening because the bosses want to finish the project early to look good. The ship date for a game is usually decided months or years in advance, depending on the total allotted development time. If you were to ask any team that’s doing preproduction for a game that won’t be released for two more years, they’ll still be able to give you a ballpark launch time. So, since we already know when the game is supposed to be done and we have a gauge of how much work is left to finish it, we can do the math - if we work for 8 hours a day and have N days left, is 8 * N > T where T is the total amount of work remaining? If the answer is no, then we have to do something. In order to finish, you have three options: subtract from T, add to N, or increase the number of hours you’re working.
Adding to N is a delay. We’ve discussed delays before.
If the game has a hard deadline it absolutely must meet (the start of the sports season, launching alongside a movie or TV show, avoiding the launch of a major competitor, holiday season, etc.) a delay is out of the question.
For sake of argument, let’s say that delaying the game is off the table (it usually is).
Subtracting from T means content cuts. Players hate content cuts, especially near the end of the development cycle. This is the stuff that results in broken promises, which the players will viciously hold over our heads for all eternity. Developers also don’t like content cuts, because we see the potential in the game and we believe in it.
Crunching increases the number of hours we’re working in hopes that we can maintain productivity while we crunch. It is the most commonly-employed solution and has the least amount of public knowledge and fanfare. We simply buckle down and work more to try bringing you something we feel is awesome.
This brings us back to your question. In the magical Christmasland where we have the choice between crunching and not crunching, would crunch hurt the overall quality of the game? Sure. Tired developers are mistake-prone developers, and there’s plenty of research out there that suggests extra hours become less productive overall as time goes on. But the reality is that we don’t live in magical Christmasland, and the issues are more complicated than that. We’re constantly trying to make ourselves more efficient, more productive, better at estimates and gauging, and thus decrease the necessity of crunch. But the long and the short of it is… if we didn’t crunch, most of the time you just wouldn’t get the game at all. Or you’d
get one with major content cuts. So… which do you think is better quality: the game you get, one with huge chunks of it missing, or no game at all?
saltwater crocodiles argue that business cycles represent market failures, and should be counteracted through discretionary changes in aggregate public spending and the short-term nominal interest rate, while saltwater economists can grow up to 6 metres in length and are hypercarnivorous ambush predators.
For the Federal Reserve to set interest rates and do it accurately would require for them to know exactly, to the penny, how to set the price of EVERY product on the market. It doesn’t stop there. The Fed would also need to know, to the penny, how to set correctly each single said product’s price in relation to EVERY other product on market. The odds of winning the lottery are higher!
Do you think this process can possibly equate to a sound economy or could it be the main reason why the economy experiences the business cycle, booms & busts, every few decades?
This is a 57-part video lecture of Professor
Resnick’s Marxian Economics course, taught in the Department of
Economics at UMass Amherst.
Topics include class exploitation, a brief
history on Marx, Richard Rorty and overdetermination, using Hegelian
logic to understand Marxian analysis, Marx’s theory of class,
understanding inflation and the business cycle, capitalist competition,
international competition, colonialism, monopoly capitalism, among