The industry keeps bleeding to many people that could have made huge contributions, but decided to invest into industries where crushing isn't part of the culture.
For example, I rather do GUIs and 3D stuff for boring enteprise projects than spending endless nights and weekends fixing bugs on engine code.
All of this mess isn't because of crunching thou. It was a massive fuck up from the leadership team. No crunching (or lack of) would ever solve it
The way they lied to the media, players, etc. Their intentions were always to lie and hide the facts.
Something I have learned from watching this saga is that those rules seem not to apply to "AAA" developers (this appears to have been fairly wide industry knowledge, but I was not aware of it).
It may also be a relatively new development, but because of how hot games are coming in, it sounds like Sony and MS are now willing to assume that day one patches will fix the issues if the studio says that they will. Not just for CDPR.
* yes, I know you can still buy the physical copy from retailers
Sony and MS's teams aren't QA. Neither are Apple's. Apple's team looks for the standard stuff like are they using IAPs properly? Is there anything deceiving happening here? etc.
By the sounds of things Sony and MS's review teams did find that Cypberpunk 2077 was NOT in a good spot. But they took CDPR's word that they would fix it before launch (the typical day 1 patch situation). And that bombed hard.
I think your expectation on what happens is not in line with reality unfortunately.
>Niespielak speaks about the situation on a popular Polish podcast, which has since been translated into English. He basically says that CD Projekt Red was running into real trouble when it came to getting Cyberpunk 2077 to perform on PlayStation 4 and Xbox One -- the latter especially. It's unclear whether Niespielak is referring to just the base systems or the Pro and X as well.
CD Projekt Red even responded to the rumours, basically saying that there wasn't really a particular reason for the delay. Guess that may have been true, considering how many bugs the game still had when it released.
>"No hidden agendas, just working on making the game better."
That part may have not really been that truthful considering what we now know about the console versions and how they went out of their way to not show us any footage before release.
https://www.pushsquare.com/news/2020/01/dev_responds_to_rumo...
Of course you can fight it, but while you do you still have to pay your bills and pay a lawyer, all with no income and no guarantee that it will ever make a difference, let alone when it would be resolved.
EDIT: And all that presumed that the whistleblower protections would actually apply in this case. If it were something clearly illegal you’d have a better case, but really here all you’ve got is possibly fraud and a pretty mild version at that. Proving fraud is tough...
When I onboarded at a global AAA game dev place in Japan, I got a separate sheet detailing my rights as a whistleblower - it's lucky to have these, but I doubt anyone would risk their standing/future in the industry because of something like this, especially during a pandemic.
Why would anyone take the risk to go publicly against management?
As someone who's worked on a (digital-only) title for Xbox One, I'm surprised this game got through the certification process in the first place. From our experience the platform holders are pretty involved, and we regularly gave MS updates on everything from monetization, to UX and controls, to extensive reviews for updates, which caused headaches when the client lagged behind our other platforms.
Unfortunately for the developers, the fact of the matter is that there are tens of millions of base PS4s and Xbox Ones out there, and gamers got a bait and switch during this launch. As terrible as it is for them to get the rug pulled under them, Sony risks a lot more by not issuing refunds for incredibly broken products. A lot of the appeal of console gaming is the relative plug-and-play factor that comes with it, and the software regularly costs more to boot — via higher pricing, lack of sales, or both.