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.
can't decide if this is a prime example of toxic Japanese work culture or just a reminder that Sakurai is a Boss [derogatory].
as he outlined in a previous video, he exclusively works for profit share these days, and I'm sure the stream of checks coming off of millions of Smash sales are a soothing balm for the late nights he spent on it.
myself, for the projects I worked on for wages that have long since been spent, I can say even for the ones that weren't flops, the ones that I know millions of kids wound up playing, the hardships turned out to have an incredibly long shelf life.
