Swen Vincke, CEO of Larian Studiosadmitted during an event in Poland that the development of Baldur’s Gate 3 he asked a little crunch in order to remedy situations that the team had not foreseen.
“We didn’t overuse the overtime, but it was necessary to do some crunch,” Vincke said. “To be honest, I think this is an inevitable situation when trying to complete a project, especially if it has great complexity.”
The CEO, however, wanted to underline that all overtime was regularly paid and that only in “very, very, very rare” cases did the members of the firm have to work on weekends or after eight in the evening.
The result of these efforts, as we know, meant that their latest RPG was considered the best game ever, according to the average score on Opencritic. By the way, have you read our review of Baldur’s Gate 3?
A complicated question
Crunch is a phenomenon that has always been quite widespread in the field of video game development, and only in recent years have studios recognized the problem, making efforts where possible to limit it severelyeven at the cost of postponing their projects.
As Swen Vincke admitted, however, there are situations where working harder is necessaryespecially to deal with unexpected events, and it is important that in this case Larian Studios did not refuse to adequately compensate its employees.
To stay on topic, Naughty Dog recently admitted to having resorted to crunch, promising to improve in the future, and the same happened to Diablo 4 to avoid postponement.
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