Finishing projects should not require this and anyone who tells you different is your enemy. I mean that.
Finishing projects should not require this and anyone who tells you different is your enemy. I mean that.
Enemy? How melodramatic.
Finishing complex multi-year retail projects is never easy. Someone will have to fix those nasty, hard to reproduce crash bugs, find ways to free up another few megs of memory, smooth out those frame rate spikes, etc. It doesn't matter how many politically correct agile practices you follow; you will always be left with critical last minute tasks that are anything but fun and relaxing to complete. You can choose to work on the kinds of projects where this doesn't crop up as much, but games with blockbuster aspirations were never that kind of project.
Shipping crappy, trivial, mundane, or even good software shouldn't require this.
But shipping something that is timeless is absolutely mentally, physically, and emotionally draining.
I think around eleven men died building the Sydney Harbor Bridge. I'm sure many men will die in the next few decades as we start to commercially explore space. Few programmers will die shipping a breakthrough product, but to say it won't require a heroic effort I think is to say it's not a breakthrough product.
It didn't chase Francis Ford Coppola away from film. It was an isolated example of how bad things can get, a living worst-case-scenario. It wasn't "Tuesday at the office."
Are people dying during game production? No. But they're not in experimental spacecraft, and they're not balancing on I-beams hundreds of feet in the air, either. Given the sleep deprivation you hear about in game production, if they were in either of those scenarios? Yeah. Games would probably take more than eleven lives a year.
/edit: Also, do you consider the eleven men who died during the Sydney Harbor Bridge heroes? Or guys that got stuck with shitty, dangerous jobs in search of a paycheck, for whose deaths I feel more pity for, than respect? I'm more with the latter. Astronauts, well, that I can kinda get as a "hero". The gang that made Guitar Hero: Van Halen? Not on that level.
Kind of off topic but to answer your question:
If you define hero as someone who puts forth a heroic effort, then sure I would. Does them dying make them heroes? No. Maybe someone was hungover and slipped. But the type of work they were doing I respect.
If you defined hero as a role model, I have no idea of course (didn't know any of them).
Not right away, but abusing your health takes its toll.
No accidents. No injuries. No deaths. Thousands of years of reactor-time.
(At least, I think patio11 is referring to the culture of crunch time. Correct me if I'm wrong!) You probably know that, but, if not, (or for those who don't) here's some reading:
http://en.wikipedia.org/wiki/EA_Spouse
http://arstechnica.com/gaming/news/2011/05/the-death-march-t...
Patio11 responded to Abrash saying near the end of the project there were rough patches and that eventually they all were tired of working on it. No matter how well run a project might be there will always be rough patches and you'll likely be sick of working on it at the end. Quake is a great game, but imagine running the same level or even worse, same portion of a level all day long looking for obscure bugs. Even if you planned for this time, doing this for weeks is going to suck at some point. It's just the nature of working on a long term project and taking it from working to shippable.
There's no reason that kind of work can't also be rewarding. Running a marathon is hard work, not pure fun, yet people find the endeavor rewarding.
Even in a well-run project, there are many factors that are outside the control or reasonable knowledge of the project workers (the unknown unknowns).