Cyberpunk studio breaks promise, forces overtime on developers
arstechnica.com
arstechnica.com
I don't think it's particularly effective though... Sometimes a difficult issue is best solved by relaxing and coming back fresh. Especially when it comes to coding.
And as a customer: Yet another delay would kind of annoy me at this point. I understood the previous ones but now it's getting a bit rich. I can imagine they don't want to go there.
It's when crunch is used as a tool to "get blood from a stone" / get more productivity for the same cost that is becomes evil and eventually counterproductive.
Who hasn’t worked on at least one project that didn’t require some amount of crunch towards the end?
It’s bad when crunch time is a significant amount leading to burn out.
Duke Nukem Forever was first announced in 1997. It was released in 2011, and got terrible reviews.
All in all, giving yourself an unlimited timeline for development is perhaps not a recipe for success.
https://en.m.wikipedia.org/wiki/Development_of_Duke_Nukem_Fo...