this post was submitted on 12 Apr 2024
92 points (98.9% liked)

PC Gaming

8536 readers
768 users here now

For PC gaming news and discussion. PCGamingWiki

Rules:

  1. Be Respectful.
  2. No Spam or Porn.
  3. No Advertising.
  4. No Memes.
  5. No Tech Support.
  6. No questions about buying/building computers.
  7. No game suggestions, friend requests, surveys, or begging.
  8. No Let's Plays, streams, highlight reels/montages, random videos or shorts.
  9. No off-topic posts/comments.
  10. Use the original source, no clickbait titles, no duplicates. (Submissions should be from the original source if possible, unless from paywalled or non-english sources. If the title is clickbait or lacks context you may lightly edit the title.)

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] ISOmorph@feddit.de 23 points 7 months ago (6 children)

I don't get the statement "burnout has replaced crunch as primary hazard". That's like saying humidity has replaced water as the primary reason for rust.

[–] Zehzin@lemmy.world 6 points 7 months ago* (last edited 7 months ago) (1 children)

I think crunch implies it's temporary (but frequent), burnout is continuous.

[–] daemoz@lemmy.world 3 points 7 months ago

Which makes a lot of sense considering a lot of Dev shops went from waterfall oriented projects to continual devops. When fallout New Vegas came out, there were only a few MMOs that were selling horse armor. Now that has become the standard for almost all multiplayer games. Every multiplayer game now has its own in-game store to better suck dry addicts and make producers life lazier and easier. And since we're pushing out so many buggy rapid releases, the devs need to keep working to hot fix what traditional ly would have been QAd and improved before release. This is clear to me and I have never worked in a game studio.

load more comments (4 replies)