Ah! Sweet! We get these every so often, but it’s been a while since the last time a veteran dev defended crunch.
Listen: someday you will find yourself Crunching on someone else’s project, hating every wasted second. You will rant and rage and pray to gods in which you don’t believe, begging them to strike down this corrupt system so that something pure and good may grow in its place. Your prayers will go unheard, but take heart — you have not been forsaken. The system is not broken; it is, in fact, working exactly as designed.
When you choose to enter a collaborative field, you become a cog in a machine. It is inevitable you will work on a project you do not like, under terrible conditions, for miserable pay. When it happens, take comfort in the knowledge that you are not being melodramatic. Your situation is truly as bad as it seems. Afterward, once you’ve stopped feeling sorry for yourself, be happy with the fact that your sacrifice is helping bring someone else’s vision to life. You may think the vision is terrible — and I’m sure it is — but even shitty ideas mean something to someone. If you find no pleasure in helping others achieve their shitty dreams, then you can always quit. Or, you can Crunch hard, keep your wits about you, and try not to lose your head. If you manage that, someday you may get to be the asshole building their dreams on the backs of those less fortunate.
Crunch is my chase, and it leads me to a high that’s like Vegas, Amsterdam and Bangkok rolled into one. See, there are few things I love more than being in a fight. It fills my need for power, pain, and righteous indignation. If I win, I’m a god. If I lose, I’m a martyr. Both feel fucking stellar. No sir, there’s nothing bad about a fight. And Crunch is a fight from start to finish. It’s the entire development process condensed into a never-ending string of dustups, like in Game of Death, starring Bruce Lee. Except instead of Kareem Abdul-Jabbar, you’re fighting tech, memory, art, design, publishers, players, reviewers, budgets, schedules, weekends, egos, studio closures, unpaid royalties, cultural relevance — the list goes on and on.
Walt Williams is an industry veteran, having worked on Bioshock, Civilization, Borderlands, Mafia, The Darkness, and the acclaimed, genre-bending Spec Ops: The Line. This piece is an excerpt from his first book about his experiences writing games, called Significant Zero.