Sega’s 1990s–2000s Crunch Culture: Offices Equipped with Nap Rooms and Showers Until 2012
Veteran Sega developers have revealed the extent of the company’s crunch culture during the 1990s and 2000s, highlighting how extreme work conditions were institutionalized to meet tight development deadlines. In interviews with 4Gamer, developers Toru Ohara, Takaharu Terada, and Toru...
Đăng bởi:Ngân Anh | 08/09/25
Veteran Sega developers have revealed the extent of the company’s crunch culture during the 1990s and 2000s, highlighting how extreme work conditions were institutionalized to meet tight development deadlines.
In interviews with 4Gamer, developers Toru Ohara, Takaharu Terada, and Toru Yoshida, who contributed to titles like Phantasy Star and Sakura Wars, discussed the pervasive culture of overwork at Sega during that era. They recalled that it was common for employees to “practically live at the office,” with facilities such as nap rooms and showers provided to accommodate overnight stays. Yoshida noted that in the 1990s, every new Sega office was equipped with these amenities, and even into the 2000s, the two Haneda bases still had them, with employees continuing to use them. He described the expectation that people would be sleeping over at the office as “basically expected.”
Terada added that nap rooms remained in use until at least 2010, during the development of Hatsune Miku Project DIVA Arcade. He recalled that he would sometimes only go home on weekends, with the last time he used a nap room being around 2010. He believes these facilities were phased out around 2012.
The developers explained that the demanding schedules were often due to the nature of the work, particularly during the debugging stages. Yoshida mentioned that whole teams would pull all-nighters during the debugging phase, especially during the Sega Saturn era. Terada emphasized that for projects with short deadlines, staying overnight was often the only option.
Despite the grueling conditions, some developers found camaraderie and even enjoyment in the long hours. Ohara and Terada mentioned that their nights at the office sometimes included gaming together, which not only served as a form of communication but also sparked new ideas. They likened the experience to a club activity rather than a traditional corporate environment.
The intense work culture at Sega during this period reflects broader industry trends of the time, where crunch was often seen as a necessary part of game development. However, such practices have come under increasing scrutiny in recent years, leading to industry-wide discussions about work-life balance and the well-being of developers.
Today, Sega’s approach to work culture has evolved, with a greater emphasis on employee well-being and sustainable work practices. The company’s past experiences serve as a reminder of the importance of balancing productivity with the health and happiness of those who create the games we enjoy.