nomnomnami
@nomnomnami

i think this is the first sakurai vid i disagree with, though only when applied to industry work vs personal work.

for my personal games, i'll do any tedious task that makes the game a bit better, just for my own personal satisfaction. there's definitely times i have to phone it in and just be content with what's already there so i can use my energy more effectively, but in general i'm happy to put a lot of time into something if the result is that players will enjoy it. because i enjoy it too!

when you work for a studio, the individual worker does not profit from the extra hard work they put in (beyond whatever the higher ups decide to pay them). if the studio releases a good game, the studio's reputation increases. or more likely if they're going through a big publisher, that publisher's reputation increases. because this is an industry where it's deliberately made unclear what actual entity has put the work into making the game you're playing.

sakurai does include the caveat that workers shouldnt suffer needlessly, but i think the attitude of "just endure it so we can make the game good!" is exactly what leads to needless suffering and burnout. but it makes complete sense that he would have this perspective too, often working as a director and being way more in control of his destiny than your average worker. it's an attitude that might lead to better games, but it's not a stance we should universally adopt.

your hard work can pay off, but it's a lie to believe it always will.

disclaimer: i'm not talking about my personal experience in the industry or about any company in particular. these are industry-wide problems and near inescapable, especially if you work for a games company in the US where worker protections barely exist.


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in reply to @nomnomnami's post:

i completely agree! i'd add that when working for a studio, it's not uncommon to end up on a project that is so flawed (due to a poor initial concept, bad management and direction, or similar issues) that you as an individual wouldn't be able to save it with any amount of hard work. so even though it's already not worth crunching to improve a publisher or studio's reputation, there are plenty of projects where the best possible result of crunching would be that you turned a terrible game into a terrible game with pretty menus, or a terrible game with a smooth framerate. even more reason not to force yourself to do extra work when you're not being rewarded for it.

it is also kind of a sucky video coming off the recent news that HAL laboratory was reprimanded by the labour board for not paying someone who worked overtime/late night while remote because they said remote workers weren't allowed to work overtime after the fact. while sakurai doesn't work at HAL any more, it's still "the" kirby company & kirby is sakurai's baby which he's talked about in his videos too, so a video like this now just feels kind of blergh, when an employee clearly was not happy with the hard work they were doing & wasn't even compensated for it so literally there was no payoff.

https://news.livedoor.com/lite/article_detail/23559185/

It really does feel like just, such a silly thing for Sakurai to say. Like maybe he's talking about personal projects as well, but... yeah, the games industry is a total shitshow nearly everywhere in terms of compensation and employee retention (on top of crunch, hooray). It's, genuinely gross hearing a person at the top of the development ladder going "If work hard and make a great game, you'll forget you worked hard" in an industry where mandatory crunch, poor pay, and lay-offs after a project is completed are just, things. They're things that the general population doesn't seem to care about.

when I saw the notif pop up, the title was truncated near the end, so I was assuming it was "You'll forget the hardship, but the game will not", and it would be about crunch time just kinda blending into this gray ooze of memories for you, but overworking yourself will show up as crusty aspects of the game. "the game will ENDURE" just makes it seem like he looked back on saying that he injured himself designing Melee and Brawl and went "yeah but people still play melee so it's a good thing I did!!"

i thrive to be an industry but ultimately personal game creator one day too, but im still new so i'll just peek on the doorstep and look at the master's perspectives from afar :3

i don't even agree with the video for personal projects honestly! my strongest memories of my early games are of really struggling while making them, and every time I start making a new game I'm thinking hard about how to take better care of myself while making it.

this is of course true of all of sakurai's vids, but it was very clear in this one that he was speaking from his own very particular viewpoint as a higher-up in the industry with millions of game sales (and for whom millions of game sales are something he can reasonably anticipate in the future). it felt more like a way of gaining insight into sakurai's way of thinking than anything i could actually take as advice, haha...

I'd say that's perfectly fair!!! Knowing our limits and working with that's, really important when it comes to trying to make something creative. Aspiring to be better at it all's great, for sure, but, if it means you're gonna be hurting really hard without much benefit besides, your stuff's gonna be better in one way or another (maybe), then. Y'know.

I feel like the whole "success" part is really important, too, yeah. Like!!! I mean... if you really like what you're doing, then hell yeah. But if it's, exhausting, then..... y'know...... Evaluating the effort to payoff ratio is important. Or just, evaluating your own limits in general!!! IT'S A COMPLICATED MATTER I SUPPOSE!!!