Issue 40 - Friction Costs

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Original Comment by: Jim

I don't know squat about game development but what I have read. I know a lot about software development. And it is clear to me that a bunch of you in game development don't really know squat about software development or engineering in general. Software development not creative? It's not creative to write software to control a one off $50m dollar detector in a physics experiment? Not creative to write software to control a new medical device? Come on. Yes there is lots of boring, uncreative software being written but there is plenty of cutting edge highly creative stuff going on. I can definitely see the stuck up, "we are artistes how can you possibly understand us" attitude here that has to have a negative effect.
 

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Original Comment by: Jare
http://www.iguanademos.com/Jare
"It's not creative to write software to control a one off $50m dollar detector in a physics experiment?"

If the physics, theory and goals of the device are clearly defined then no, it's not particularly creative (although I'm sure it can be VERY interesting and challenging). If you include in the project the research that led to that experiment, then we're talking, but... Would you consider the whole effort (physics research + experiment design + detector's software) a "software engineering project"? Probably not, you would call it a "science project" and SE would just be a part of it. There are similarities between scientific research methods and engineering of any kind, but they are not the same thing.

Game development includes game design, content creation and market-related issues, alongside the software effort. Yes there should be a process for all of those, but they are NOT software. Even specifically about the software side, different types of software require emphasis on different development methodologies: industrial software, systems, services, applications, etc. Just like writing movie scripts is NOT the same as writing theater plays, fiction novels, or journalism essays.

Let me tie this back to the original topic: The software side of games development is (or should be) purely at the service of the design and content creation sides. Until each of these as well as how they interact in the specific realm of games is mature and well understood, having a top-notch software process is not going to prevent crunches or QOL issues for the entire team. Check out the God of War slides from this past GDC for some interesting insights on that:

https://www.cmpevents.com/sessions/GD/S2409i1.ppt
 

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Original Comment by: george

It seems my comment was mis-understood. I'm not fighting against change. I believe the industry should adopt the best practices whatever they are.

My only point is that game development is NOT software development. It's NOT. Sorry. Maybe SCRUM and Agile methods fit but then if so then why doesn't the movie industry use them? Maybe they would benefit too OR maybe as I'm trying to point out, games are not software development.

Some parts of them are. Engine development is 100% software development. So are tools. Software development best practices will fit those perfectly. 150 Artists making art for the next bond/LOTRs/WoW game or Pixar or Spiderman movie though are NOT Software developers. 2/3rds of more game teams are artists. QED, assuming software developement practices are going to fit the entire team of game developers seems silly. Trying to convince some game developer to adopt agile/scrum because it works making banking server software would be as silly as thinking it fits cooking.

That said, I still be happy to adopt best game development practices whatever they happen to be.
 

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Original Comment by: Anonymous Coward

George - you say: "Our job is not to follow a functional spec, our job is to create entertainment. .... Do you think Spielberg follows SCRUM and Pair Directing as he makes his movies? I doubt it."

Spielberg doesn't have to. By the time a movie gets to the shooting stage, they have been through months or even years of pre-production work. They have the costume design, set design, the dialog script, the shooting script, the scene storyboards, and the casting completed. They have the locations located and permissions and contracts signed.

If the game industry did that sort of pre-production work, the article would never have needed to be written.
 

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Original Comment by: Bobby

This article definetly paints a broad stroke covering both the artist and developer ways of life in the games industry. Everything I read is accurate except the positive light cast on Producers, Managers, and Directors in the industry. Artists and Programmers burn out because:

s step 1) We are talented and innovative people who enter the industry with bright eyes wanting to contribute our know how into making great innovative games so we work insane hours whether we are asked to or not. We do it because we love it.

Step 2) We work and work and gain experience with the good, bad, and ugly. Because we are talented and innovative we set out to innovate and fix the way games are produced. We attempt to align depts, plan smarter, find quicker methods of creation, streamline etc. We have some success and we hope we get recognized for these contributions but they are overlooked or forgotten quickly because of the turn over rate in our industry directly inclusive of the team members which helped to make these accomplishments.

step 3) As we begin to see we can make a difference with successful changes we have made to production practices we grow to care more about this kind of innovation and improving the process of making games that we begin to feel more passion for our work improving the process of making games than we do for our art and coding work which were hired for.

Step 4) This gets noticed by managers and we get put back in our place with management mumbo-jumbo side speak coraling us back to our cubes. We realize our innovation and bright ideas are being squashed..the very reason we got into this buisness in the first place (because we hoped to express ourselves through our talents and innovative thinking has now been shot down). Depression, Reflection on our accomplishments, quality of life, and questioning of authority sets in.

Step 5) We get frustrated and begin curbing our labor hours until managment asks us to work longer hours and we get pissed. It was one thing to do it when we were passionate about making innovative games but now that we've been squashed our attitude has changed. Who is this manager anyway and what the heck did they do to get their job? Who is this Producer that creates these unrealistically scoped projects and what the heck do they know about making games? What did these people ever contribute to a game before? What are their viable art or coding skills? Lets see them make a game! Did they get their jobs because they have talent or because they kissed lots of butt? Arggghhh.

Step 6) We take a long hard look at who our managers are: people who's careers are from another industry. Retail regional managers, Film industry managers, or Import Export Managers, and on rare occasion someone who actually has been promoted internally to a managerial position. Well what the heck qualifies any of these people except the last choice for a games management position? Being pleasant doesn't make for good game development scheduling. Knowing management software shouldn't qualify someone to be a manager. Years of game development experience and the desire to manage projects for the cause of keeping a team healthy should. Most of these managers don't know anything about making games. It becomes the artists and programmers jobs to teach the managers how to manage and do their jobs. That means that on top of performing as an artist or programmer we are also teaching our bosses how to do their jobs. This is a poor hiring practice.

Step 7) We take a long hard look at who our producers are: people who love playing games but don't know any of the details of actually making games. People who make minimum wage in QA are then promoted to manage entire game teams. The only prior management experience that someone who would accept a minimum wage position as an adult to play video games professionally would be at a place like Arby's or Burger King. These types producers sit on their keisters and dream. They dream and dream and never actually create anything worth while for the games. Instead it is the job of Artists and Programmers to clean up the Producers mess of poor scheduling, budgeting, scoping, milestone tracking etc.. This is a poor hiring practice.


Game Developers (artists and programmers (excluding producers and managers) burn out because there is now way for us to innovate and be recognized for it, we get tired of doing our jobs and the jobs of our "superiors" while they reap the rewards, and with this we begin to realize as we age that there are more important things in life like quality of life, family, and the outdoors than creating video games.

The proof is in the pudding as far as stifled innovation goes. Look at how un original games are today. That's because producers who have no innovative ideas are incharge of innovation yet they got their jobs from being content living in their parents basement at age 30 playing video games as a tester for a living. Managers who are put incharge of managing innovative people see any innovation as wild, crazy, out of the ordinary, and must be corralled, punished and put back to our little cubes.
 

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Original Comment by: george

Which is exactly my point. Since games are entertainment NOT software developement maybe we should be adopting the practices of similar endevors like massive pre-production efforts instead of blindly jumping forward with software development methodoligies which won't fit.
 

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Original Comment by: george

All add another thing that movies do. They don't choose release dates before the movie is finished. As far as I know it's rare to "crunch" to meet a ship date on a movie. Maybe the game industry would be well to switch to that production method.
 

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Original Comment by: GreatBritishProducer
http://scratchinghead.typepad.com/greatbritishproducer/
I am apalled. The common themes in the above posts are:

Its not US, its THEM!
WE are best, THEY are not!
I know best, THEY know nothing!
Production methodology fails the games WE create!
NO ONE is an expert, except ME!


One poster, in particular caught my attention ... Bobby. You paint and an unfortunate situation. There are Producers and Managers who respect those they work with, who strive to deliver an environment of nourishment; but unfortunately, the decision to do this is not always theirs to make despite their wishes.

Very little constructive argument.
 

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Original Comment by: GreatArticle

I totally agree with Jason's appraisal. While I'm sure his criticism doesn't apply across the board, my current game project is suffering precisely because of the process related reasons he cited. In fact the article's timing was kind of eerie since lately I've been talking a lot about a process transition with the powers that be on my team.

Agile development is ideal in some situations but all agile techniques require disciplined and experienced people to lead the charge, as well as a bank of 'compatible' engineers to successfully execute. This is where I want to be...hopefully our engineers will step up to the plate. This is what we call a 'known unknown' in the software engineering world.

Unfortunately the old timers who tend to run these projects are scared of "fad" techniques...and they seem to consider anything that isn't poorly organized waterfall to be faddish. This is really bad since nothing will slow down a huge dev team more than a bunch of cowboy engineers left untamed. If you are in such a situation, do what I do and lobby for change at your workplace. Your bosses are probably pretty bright and if you approach them with some charisma and hard data I bet you could make some headway in the right direction.

I was amused by some of the posts here that try to argue the software engineering has no place in video game development. The other fallacious arguement was one about incomplete design docs. The nature of game design is such that anyone who ignores engineering limitations and process will not have a game within 100 miles of their 'creative vision' and anyone who thinks it is possible to create a fool proof design doc has never designed and then built a game. The development process is too organic to be bound by paper. A designer who resists those facts will become a very frustrated (and likely unemployed) person :)
 

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Original Comment by: Abby Goldsmith
http://www.abbygoldsmith.com/
Hey, I thought this article was right on. I'm a woman who's been in the game industry for over 5 years (yes, I'm insane), and have seen the negative impact of poor management on art teams. No doubt about it, some comanies are crippling their efficiency and profits by giving their employees no reason to stick around.
 

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Original Comment by: Timje

I read this article, and the entire time while reading it, I was muttering under my breath

"Yeah, but what about EA?"

There is a software developer famous for its reputation for treating their employees horribly. Also, it regulary develops games with the least originality and innovation of the entire industry (roster update 2006 anyone?). The only games it dares play producer on are 'safe bets' (ie clones of previous games). It regularly has entire development teams walk out after a project. But still it makes shitloads of money and is a clear exception to many of Jason's rules.
 

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Original Comment by: torncanvas
http://www.8monkeylabs.com
I'm guessing EA is very very focused on planning and process (probably too much so). That's why they are able to make "shitloads of money," but still make unoriginal stuff. I should also point out that all of this money they are making is from software sales - it doesn't come out of nowhere. So yes, people are buying the unoriginal games. Maybe because they like them? Is that so bad?

With that said, there could certainly be more creative things happening, but it's not as bad and horrible as a lot of people make it out to be. There are just plenty of loud-mouths that are paid to yell. :) Also, game development is HARD (as in harder than movies) due to the fact that it has to be interactive _and_ entertaining (as opposed to just entertaining). That doesn't make coming up with something creative (read: new and therefore untested) any easier.

Game development is related to traditional software development, but not completely. A lot of people seem to be taking a one-or-the-other view. I guess I see it in between. You have to have planning and process, but you can't be completely bound by it either. You need some wiggle room.

I certainly like the idea of more pre-production time. The question is though, if you have a team of 20 developers that you are keeping around because they are so important, what are they going to be doing during the big pre-production phase? A sequel to the last game? Expansion packs? It's a tough problem to solve.
 

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Original Comment by: EA_h8rs_anon

Timje your post is retarded. Unoriginal games? Sims, Spore, Burnout, BF2...your argument is out of touch with reality. I love of no one ever says WoW is unoriginal despite the fact that it is THE most derivative game on the market.

Famous for treating its employees horribly? Yes that one blog did get a lot of press, but that would hardly make them famous for that.

Regularly has entire teams walk out after a project? When did this happen? I've never heard of it happening even once.

Lol you are probably an Activision shill.
 

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Original Comment by: Yojimbo44

OK, I've read a couple of books on SCRUM development, but WTF is Pair Directing? The only place it googles is this website.
 

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Original Comment by: Pixelantes Anonymous
http://pixelantes.blogspot.com/
George, I read your comment on the letters to editor section on issue 41.

I'm a software engineer (non-games), and have been one for about 10 years now. I used to work in web development shops up until about 5 years ago. If I had a penny for every time I heard your argument I'd be a rich man.

When I was younger I reacted the same way towards all these designer primadonnas, strategists with their neverending whiteboard sessions and project management PHBs. EVERYONE knows website development is all about software development, right!?

Thankfully, however, over time, and with some help from some brilliant designers, visionary strategists and excellent project managers, and a corporate culture in my last website development job, I realised it's the teamwork and cross-disciplinary interaction that makes website development work.

It's not about designers creating the perfect branding or customer experience, or the strategists figuring out the perfect business model for the startup, or the project managers keeping everyone on schedule, or the software developers creating quality applications.

No. It's about all of us working together to come up with the best possible solution everyone's expertise allows us to do.