So many times do we see developers pour their hearts and souls into games. It’s great in that it leads to some pretty great titles. However, the developers are at times forced to work long hours — a process known as crunch. This issue is pretty hot right now in the gaming industry and there are those that fall on both sides. \n \nThose that favor crunch appreciate the level of dedication shown from employees. It also helps great games get put out a lot faster. Those that oppose it believe it forces individuals into working long hours, which over time, isn’t healthy from a physical and mental standpoint. \n \nCD Projekt has took some time to think about this crunch issue. It appears they want their developers to have the option to grind away or step back from a game when they’re off the clock. \n \nhttps:\/\/m.youtube.com\/watch?v=YApuEWtG30w \n \nProjekt Red is currently hard at work on Cyberpunk 2077. It’s one of the most anticipated games in recent memory and certainly stole the show at this year’s E3. We even got to see Keanu Reeves unveil information about it, which was certainly one of the show’s highlights. \n \nThe game looks extremely in-depth and a lot of hours are going into it. The game is officially set to launch on April 16 of next year. Leading up to its release, the question of crunch remains. Fortunately, CD Projekt decided to shut down any backlash that might come with such a massive game. \n \nThey have, in fact, enacted a non-obligatory crunch for Cyberpunk 2077. This clause allows employees to avoid long hours of working on the game if they don’t want to. Having this option is amazing to see. It should take away a lot of stress that many of the developers probably are feeling with such an important game. \n \nThose who want to put in more hours certainly can and it’s completely up to them based on their daily schedules. This clause could be the start of something great for developers going forward. Hopefully, others follow suit. It would mean better hours for developers and less stress on everyone in the industry. \n \nSure, deadlines have to be met when it comes to creating video games. However, there’s a way to meet these deadlines without exhausting everyone onsite. This approach leads to burnout and ultimately does companies harm in the end. Let’s just hope this trend gains steam and starts being implemented with other companies moving forward.