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Re:How Unreal Renders a Frame by hacker_9 on Thursday October 26, 2017 @08:24AM (#15558202)
Yeah I agree, the problem applies to most of the entertainment industry. As a result more investment is put into sequels of successful games, artists, TV shows, movies, books etc.

Edit: as for crunch times, I expect this is to do with the interactive element of gaming. There is whole lot more work involved when the client has the ability to break your product.

Re:How Unreal Renders a Frame by 0xcde4c3db on Thursday October 26, 2017 @09:42AM (#15558689)
My understanding is that crunch time (as well as the release of flagrantly buggy games with patches coming later) is driven primarily by marketing schedules/budgets. Ad buys, press releases, interviews etc. are negotiated and coordinated months in advance, and big releases from any given publisher need to be staggered largely so that they don't all demand marketing money at the same time.
Re:How Unreal Renders a Frame by cma on Thursday October 26, 2017 @02:19PM (#15561550)
Publishers give advances, have milestones, etc. It is uncertain whether a game will make money out in the market, but part of a publisher's role is supposed to be to have a portfolio and be able to spread that risk, funding some of the development of both the losers and the winners.