this post was submitted on 23 Nov 2023
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Gaming

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[–] Hundun@beehaw.org 18 points 10 months ago

Y'all just have no idea how complicated the process is. In 2004 it was OK to just "ship a working game", - in 2023 you have to include all of the software stacks you have partnering contracts with, deploy an entire cloud infrastructure to deliver updates and short purchases, design and launch automated targeted ads campaigns, pay union-busting lawyers, accommodate for all the "fun" senile execs want to put in the game, pay handsome compensation to these senile execs, pay more lawyers to bury workplace toxicity-related incidents. At the end of the day, you have to sustain the company somehow when 95% of your workforce goes on a sick leave after a 3-month-long crunch period. All of that takes money, time and effort. And y'all don't get a lot of time in-between autumn release windows.

Hey, we've been at it for 20 years, and we have just managed two months of 16-hour workdays without anyone dying, it looks like it might be one of those projects we actually manage to ship - what an important internal milestone!

PS: I don't actually work at Ubisoft, I love my life too much - this entire comment is a satire