I løbet af de sidste par år er der kommet forøget fokus på de forhold som spil produceres under, for det har vist sig, at stort set samtlige studier i branchen enten har tidligere, eller fortsat i dag, gør brug af såkaldt "crunch", altså forventet overarbejde uden tilsvarende kompensation.
Men ovre hos Relic Entertainment, der er ved at færdiggøre udviklingen af Age of Empires IV, så er det ikke det store problem. Åbenbart har de, ligesom mange andre, overarbejdet som gale tidligere, men har ikke gjort det længe.
I et interview med Golem siger Narrative Director Philippe Boulle følgende:
"As with many studios that started in the late 90s, there were sections with crunch. At some point the members of the management team said: That must not be the case if we want to build a functioning studio over the long term. You can then throw a product on the market in good time, but a large part of the workforce resigns immediately afterwards. As someone who has really benefited from this, I am very happy about it."
Spillets instruktør, Quinn Duffy, stemte i her, og slog fast at de ikke har overarbejdet på den systematiske måde i årevis.
"Fortunately, that's not an issue at Relic. I don't even remember when we last had crunch. If I remember correctly, Company of Heroes 2 had a couple of weeks of overtime. Many of the colleagues are now a bit older and have children - some of them are almost as old as Relic itself. In creative professions, it is extremely important to have a clear head. But you don't have that with burnout. Sure, we are very busy at the moment and are trying to get to zero bugs. But that has nothing to do with the crunch I experienced myself in my early years at work."