curl-6 said:
If you have to make impossible promises to keep your job, then you should probably leave that workplace for your own good. Such conduct can only continue as long as people tolerate it. |
If we do that, we would all be doing anything else with our life other than working with technology. Late-project crunches and keep repeating cycle of oversized escopes are fundamental part of a programmers life. Best no mistake it happens in everything companies, even the healthier ones. Just yesterday I finished in 7 months with a escope that needed at least 12. It was extremely intense and the team is all but exhausted. Have everything planned worked? Of course not! But we delivered a minimum viable product nonetheless
It's an already expected part of our career, kinda. Software is really hard to estimate, and is a more hand-made/manufacturer kinda of job, so how long something takes to develop will dramatically vary
For software engineering we can, close to deadlines, stop developing some adjacent features to focus on more core/critical ones. Games absolutely do this also, but the results tend to be more evident/jarring because sometimes content cannot be cut completely, we can see some areas/levels being pretty barebones as a possible result of deadlines finishing
Truth is software engineering is easier to plan and better to work if we think of it as service instead of product. A product needs a clear cut and release date, with a defined and specific and fixed escope and a place to start and finish. You can add some stuff later, sure, but it can't be big or major
This might work in something like a movie that takes 2 hours, but for games... nah. Some developers mitigate this doing things like early acess, to varying degrees of success







