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{"id":3105845,"date":"2019-04-25T14:20:00","date_gmt":"2019-04-25T12:20:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/fortnite-zermuerbende_crunchtime-zeiten_fuehrten_laut_anonymer_insider_zu_70-_bis_100-stunden-wochen\/3105845"},"modified":"2024-05-10T23:48:54","modified_gmt":"2024-05-10T21:48:54","slug":"fortnite-zermuerbende_crunchtime-zeiten_fuehrten_laut_anonymer_insider_zu_70-_bis_100-stunden-wochen","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/fortnite-zermuerbende_crunchtime-zeiten_fuehrten_laut_anonymer_insider_zu_70-_bis_100-stunden-wochen\/3105845","title":{"rendered":"Fortnite: Zerm\u00fcrbende Crunchtime-Zeiten f\u00fchrten laut anonymer Insider zu 70- bis 100-Stunden-Wochen"},"content":{"rendered":"
Die gigantische Beliebtheit von Fortnite<\/a> scheint auch ihre Schattenseiten mit sich zu bringen: Das Magazin Polygon.com<\/a> berichtet nach dem Gespr\u00e4ch mit mehreren anonymen Mitarbeitern von langwierigen Crunchtime-Phasen mit 70- bis 100-Stunden-Wochen, welche bei vielen zu gesundheitlichen Problemen, Entlassungen sowie einer Kultur des Verheizens von Arbeitskr\u00e4ften gef\u00fchrt habe.

Gut ein Dutzend Interviews habe man mit aktuellen und ehemaligen Angestellten sowie Managern \u00fcber den Zeitraum von mehreren Monaten gef\u00fchrt. Auch Gespr\u00e4che mit Auftragnehmern in Epics Qualit\u00e4tskontrolle und in der Kundenbetreuung h\u00e4tten das Bild einer stressreichen und arbeitnehmerfeindlichen Arbeitsumgebung gezeichnet. Offiziell freiwillige \u00dcberstunden seien in der Praxis als selbstverst\u00e4ndlich vorausgesetzt worden, da betroffene Mitarbeiter nicht ihren Job verlieren wollten.

Viele Mitarbeiter w\u00fcrden das Problem so handhaben, dass sie rund vier Bonus-Checks lang durchhalten, bevor sie die Firma freiwillig wieder verlassen. Diese Boni k\u00f6nnten n\u00e4mlich sogar das Dreifache des Gehalts betragen, so ein Insider. Der kometenartige Erfolg des Battle-Royale-Modus im Shooter habe die Praxis des “Games as a Service”-Modells mit regelm\u00e4\u00dfigen Updates wie Modi, Skins, Waffen oder Karten-\u00c4nderungen n\u00f6tig gemacht, um die Spielergemeinde bei Laune zu halten. Statt festen Crunch-Phasen wie bei altmodischen Launches habe sich eher eine “rollende Serie von Deadlines” entwickelt.

“Ich arbeite im Schnitt 70 Stunden pro Woche”, so ein Mitarbeiter, “Es gibt mindestens 50 oder 100 andere Leute bei Epic, die \u00e4hnlich viele Stunden lang arbeiten. Ich kenne pers\u00f6nlich Leute, die eine 100-Stunden-Woche ableisten. Das Unternehmen gibt uns eine unbegrenzte Zeit Urlaub, aber es ist fast unm\u00f6glich, daf\u00fcr Zeit zu finden. Wen ich mir frei nehme, f\u00e4llt die Arbeit auf andere Leute zur\u00fcck, und niemand will so eine Person sein. Das gr\u00f6\u00dfte Problem ist, dass wir die ganze Zeit \u00fcber patchen. Die F\u00fchrungskr\u00e4fte konzentrieren sich darauf, Fortnite so lange wie m\u00f6glich beliebt zu halten, vor allem angesichts der neuen Mitbewerber, die momentan auftauchen.”

Ein Epic-Sprecher habe einger\u00e4umt, dass Mitarbeiter ein extremes Arbeitspensum h\u00e4tten durchstehen m\u00fcssen. Extremsituationen wie 100-Stunden-Wochen k\u00e4men allerdings unheimlich selten vor – und in solchen F\u00e4llen versuche das Unternehmen, sie sofort danach auszugleichen, um eine Wiederholung zu vermeiden.

Um den Schwung der Fortnite-Beliebtheit aufrecht zu erhalten, m\u00fcssten manche allerdings in einer st\u00e4ndigen Crunch-Phase arbeiten, so der Artikel. “Die F\u00fchrungskr\u00e4fte reagieren st\u00e4ndig, um Dinge zu \u00e4ndern”, so eine der anonymen Quellen, “alles muss sofort erledigt werden. Es ist nicht erlaubt, mit irgendetwas Zeit zu verbringen.” Falls z.B. eine Waffe fehlerhaft sei, k\u00f6nne man sie nicht einfach deaktivieren und bis zum n\u00e4chsten Patch warten. Es m\u00fcsse sofort und st\u00e4ndig repariert werden, w\u00e4hrend nebenbei am n\u00e4chsten Patch gearbeitet wird:<\/div>

“Es ist brutal. Ich schlafe kaum. Zu Hause bin ich miesepetrig. Ich habe keine Energie, um mal rauszugehen. Schon ein Wochenende von der Arbeit loszukommen, ist eine gro\u00dfe Leistung. Wenn ich den Sonnabend frei nehme, f\u00fchle ich mich schuldig. Ich werde nicht gezwungen, so zu arbeiten, aber wenn ich es nicht mache, bleibt die Arbeit liegen.”

Eine Quelle sprach davon, dass manche Leute gefeuert wurden, weil sie nicht am Wochenende arbeiten wollten oder sich allgemein gegen extreme Mengen von \u00dcberstunden stemmten. F\u00fcr zus\u00e4tzlichen Druck bei Auftragnehmern sorge, dass die Vertr\u00e4ge auf drei bis zw\u00f6lf Monate ausgelegt seien. Wer sich den \u00dcberstunden verweigere, habe eine schlechte Chance f\u00fcr eine Vertragsverl\u00e4ngerung. Sogar das Jargon von rangh\u00f6heren Mitarbeitern habe sich entsprechend an die ethisch fragw\u00fcrdigen Zust\u00e4nde angepasst, so dass Auftragnehmer nur noch “K\u00f6rper” genannt worden seien, die austauschbar sind.

Ein Epic-Sprecher habe dagegen erl\u00e4utert, dass die so genannten “Contractors” im Schnitt weniger als f\u00fcnf \u00dcberstunden ableisteten. Bereits beim Abschluss des Vertrags werde klar kommuniziert, dass Extra-Arbeit auftreten k\u00f6nne, um Release-Termine zu halten.

Um auf den unerwarteten Erfolg zu reagieren, habe das Team das Spiel rapide vergr\u00f6\u00dfern m\u00fcssen, um auch das Publikum weiter wachsen zu lassen. Das Unreal-Engine-Team habe viel M\u00fche in die Optimierung f\u00fcr 60 Bilder pro Sekunde und die Unterst\u00fctzung von sieben Plattformen gesteckt, zumal andere Entwickler im Unternehmen zum Fortnite-Team abgezogen worden seien. Epic Games hat sich noch nicht offiziell zu den Vorw\u00fcrfen im Polygon-Artikel ge\u00e4u\u00dfert.


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