I have the utmost respect for each of these developers. I must say I think they’re mostly incorrect in their assessments of why the Dreamcast failed. The Dreamcast’s ultimate failure had so little to do with the way Sega handled the Dreamcast. Sega and their third party affiliates such as Namco and Capcom put out so many games of such stellar quality, that the Dreamcast won over a generation of gamers who had previously been diehard Nintendo or Sony fans. They even won me over, who had been a diehard Sega fan since the SMS days, but was so disillusioned by the Saturn’s handling that I had initially decided to sit the Dreamcast out. At that time, the Dreamcast launch was widely considered to be the strongest console launch in US history. In my opinion, the three issues leading to the fall of the Dreamcast were (in inverse order):1)piracy, 2)Sega’s great deficit of finances and cachet following the Saturn debacle, and 3)Sony’s masterful marketing of the PlayStation 2. Piracy’s effect on Dreamcast sales is a hotly debated topic, but I’ll say that the turn of the millennium, most college and post-college guys I knew pirated every bit of music or software they could. Regarding the Saturn debacle, the infighting between SOA and SOJ is well known, as are the number of hubristic decisions Mr. Nakayama made which left Sega in huge financial deficit. They were also directly responsible for erasing a lot of the respect and good will Sega had chiseled out worldwide during the Mega Drive/Genesis era. With the Dreamcast, Sega was digging itself out of a hole. They had seemingly done it as well, and would have surely continued along that path, had it not been for the PS2. There is no doubt in my mind that the overwhelming reason the Dreamcast failed was because of the PS2.
Great stuff Fran!
What the hell are you saying? I can't make sense of it.
Footage of Cyberpunk 2077 made it clear that the project is incredibly huge, and the question here is whether workers at CD Projekt Red have time for their personal lives. The developer was previously accused of crunch, but a recent Kotaku article states that studio management decided to improve their work-life balance, even if crunch can still be necessary.
“We’re known—let me be humble for a moment here—we are known for treating gamers with respect,” stated Marcin Iwiński, the company’s co-founder. “This is what we’ve been working hard toward. And I actually would like for us to also be known for treating developers with respect.”
The management team set up a “non-obligatory crunch policy”, meaning that even when they are asked to work on nights and weekends, it’s not “mandatory.”
“We’ve been working toward it for some time already,” Iwiński added. “We’ve been communicating clearly to people that of course there are certain moments where we need to work harder—like I think the E3 demo is a pretty good example—but we want to be more humane and treat people with respect. If they need to take time off, they can take time off. Nobody will be frowned upon if this will be requested.”
They also hope that this public statement would make developers feel more comfortable telling that they need time off.
It also appears that as of this moment, CD Projekt Red’s team have to limit their vacation to specific times in 2019. The team is trying to organize the vacations better, but the management states that on certain occasions there are certain rules, and they have some special rules for the last year of the development.
Make sure to get more details on their work in an article by Kotaku.
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