2 years 10 months ago
Double Fine founder Tim Schafer used to tell people he didn't have any regrets; he's been able to make all the things he wanted to make. But as he got older, his feelings changed. In his career, Schafer both participated in and encouraged brutal periods of crunch on various game development projects. Reflecting on it now, he says he has a lot of regrets about what he put his teams through.
"When it's just yourself, you can throw yourself against the task as hard as you can," Schafer says. "'All day and all night, I'm going to push this rock. Ahhh! I'm going to give it my all.' And then as I got more into a role where I was managing and designing and there were other people doing the gameplay programming stuff, now you're pushing on a soft person who's against the rock. So you can, like, squish them and kill them if you push too hard."
Schafer's career began in the nascent years of the game industry; his first job was at LucasArts, the game development division of Lucasfilm, in 1989. While many large companies made games at this time – Schafer worked for George Lucas' company, after all – video games were still a hobbyist medium, made for and by hobbyists. Common labor practices of other industries weren't present in the burgeoning game industry – which was full of people making tentpole games at home with friends, such as the original Doom, developed by id Software and released in 1993.