How To Fix Everything!

The second part of the most egomaniacal piece I’ve ever done for MMORPG.com, now up!

  • JuJutsu

    Jehan :Geldonyetich needs to Get. A. Life.

    He has one; he’s a gaming pundit ;)

  • UnsGub

    “Games are a very unusual software to develop in that the sale task that the software must perform is “be entertaining,” and there are an infinite number of ways to realize this.”

    All software is unique. This has been solved before computers were created. There are an infinite number of ways to build a house or a bridge across a river. The same applies to software such as games.

    “Scope becomes lost quickly because you’ll never know if your game has succeeded in its goal until you’re relatively close to fruition of a complete product.”

    Why? If the length of time between building something and know it meets the goal is “long”. That is the problem, not the goal or what was built.

    “What you invariably end up with is an endless development cycle, continue to refine and improve.”

    You say that like it is bad. Endless development cycle means a product is successful with version 1, 2, 3, etc and a good feedback loop addressing your customers needs. Refining and improving is what building solutions is all about. The problem that occurs for some is that progress is measured in years or months while others do it in weeks, days, hours.

  • http://serialganker.blogspot.com sid67

    UnsGub :
    “What you invariably end up with is an endless development cycle, continue to refine and improve.”
    You say that like it is bad. Endless development cycle means a product is successful with version 1, 2, 3, etc and a good feedback loop addressing your customers needs. Refining and improving is what building solutions is all about. The problem that occurs for some is that progress is measured in years or months while others do it in weeks, days, hours.

    The reason it’s bad is that you need a ‘point’ at which you release the product and the ‘refining and improving’ is done through the program management of patches and expansions.

    You’ll never get to that ‘point’ if you don’t have a clear set of achievable goals for that release. That’s why scope control is important.

    As someone posted WAY back, it’s all Project Management 101. The whole purpose of which is to mitigate risk and manage to a budget/timeline.

    Believe it or not, the cheapest part in designing any project are the ideas. It costs you very little to ‘think stuff up’ but it costs you dearly to start implementing those ideas. So ‘thinking stuff up’ along the way is a necessary evil and one that you need to plan for by gaining feedback early.

  • Davide

    Great article.

    My only quibble would be to differentiate short term success from long term success.

    Everquest for example, generated excellent returns for its investors and ruled for at least 5 years. The initial design was very solid, its demise was being unwilling/unable to adapt to a competitor that dumbed down the concept in order to attract the masses.

    In regards to the point about the game being fun MMO’s are a little unique in the fact that you can’t really listen to your clients about what they want as their goals are very short term.

  • http://dsob.wordpress.com geldonyetich

    Geldonyetich needs to Get. A. Life.

    1-3 posts a day is not that indicative of needing to get a life. If you don’t like the frequency of my posts, here’s a thought: post more.

  • http://dsob.wordpress.com geldonyetich

    Ah, I shouldn’t have hit submit comment so quickly, now replying to my replies is going to boost my already copious post ratio. :P Well, let me at least keep things short, because apparently I’m making some people uncomfortable via sheer verbosity.

    I can foresee this debate between “it’s team management 101, stupid” and “it’s a game, stupid” would go on for quite some time. Instead, suffice it to say that there will always be at least these two types of people in software development:

    1. Those who are absolutely confident that any problem, no matter how complex and unclear the end goal (e.g. “be entertaining”) can be designed in foresight, and thereby completely eliminate any possible threat to their scope.

    2. Those who never bother to even try to set a scope because they figure they know exactly what they’re creating in their head and therefore can wing it without working out the details ahead of time.

    Both parties are dead wrong and equally deserve the misery that comes their way.

  • Vetarnias

    @Geldon

    And then there’s the third approach, famously epitomized by William Goldman: Nobody knows anything. Every decision is a crapshoot that could either work or fail, based on little more than chance. You can’t derive a clear lesson from it, because it could fail to apply in your case, even if you followed the most prudent course, and it would be difficult to see why.

    In a nutshell: We’re all groping in the dark, whether we want to admit it or not.

  • http://serialganker.blogspot.com sid67

    geldonyetich :
    Ah, I shouldn’t have hit submit comment so quickly, now replying to my replies is going to boost my already copious post ratio.
    1. Those who are absolutely confident that any problem, no matter how complex and unclear the end goal (e.g. “be entertaining”) can be designed in foresight, and thereby completely eliminate any possible threat to their scope.

    You misunderstand. Project management is about planning, true, but that doesn’t mean you believe that all things can be designed in foresight.

    Quite the opposite really. That’s why a good project plan includes a risk mitigation strategy. The biggest risk being that your assumptions are wrong and need to be corrected. That’s why proof-of-concept phases and methods to incorporate feedback are included into any successful plan.

    As I wrote earlier, the fact that you may need to ‘course correct’ and be flexible doesn’t diminish the merit in having a plan. Ironically, if anything, it means having a plan that includes a way to handle ‘course corrections’ is even more important.

  • http://dsob.wordpress.com geldonyetich

    [checks watch] Well, it’s been a few hours…

    Vetarnias
    In a nutshell: We’re all groping in the dark, whether we want to admit it or not.

    Existentialism. Plato’s cave walls. I love it! I do more than grope in the dark, I relish it.

    As pertains to game design in this age, that’s uncomfortably closer to the truth than many of us would like to admit. There’s no hard and fast rules to producing awesome. If there was, the diamonds to rough ratio would be a whole lot better.

    sid67
    You misunderstand. Project management is about planning, true, but that doesn’t mean you believe that all things can be designed in foresight.

    Quite the opposite really. That’s why a good project plan includes a risk mitigation strategy.

    This is a good method to operate on. But, as pertains to game development, it’s not good enough.

    Go back to our original point of contention, you’re saying that you can’t believe that people in this field (game development) seem to have such a hard time with scope, and my answer is that the scope is harder in this field than others.

    It’s not that you’re wrong, it’s a difference of severity. If you’re developing a spreadsheet program, you will encounter setbacks – such as usability issues – but they’re a lot easier to deal with than a game.

    Let me use an analogy to explain why (and accept the ease of misinterpretation that would go with such an approach). Basically, creating a game is like creating a joke.

    In your head, the joke might sound great. You go through all the effort of evaluating your audience, framing the words of that joke right, perfecting your delivery the delivery, ect.

    Then comes the moment you decide to tell the joke. How well you told it is a major factor. So also is the mood of the audience at the specific time you told the joke – maybe they’ve heard too many similar jokes lately, or simply aren’t in the mood for that kind of joke.

    You won’t know until it’s time to tell your joke just how well it was received. If it’s a complete dud, you’re essentially forced to go completely back to the drawing board. Even if it goes well, you may decide you can tell and even better joke if you tweak it a little more.

    However, no amount of risk management can guarantee anyone will ever laugh.

  • JuJutsu

    Three game developers walk into a bar…

  • http://serialganker.blogspot.com sid67

    Do comedians tell their jokes for the first time on an HBO special or do they test and refine the jokes over time in small comedy clubs? Even the most successful stand-ups (like Sienfeld) use the comedy clubs to hone their material.

    Risk management isn’t about making people laugh, it’s about controlling the risk that they WON’T laugh. And KNOWING in advance whether the joke is funny before stepping onto the big stage is pretty damn important. At the very least, if it’s not funny — you’ll know you need a different joke.

  • http://dsob.wordpress.com geldonyetich

    Risk management isn’t about making people laugh, it’s about controlling the risk that they WON’T laugh. And KNOWING in advance whether the joke is funny before stepping onto the big stage is pretty damn important. At the very least, if it’s not funny — you’ll know you need a different joke.

    Sure, but here’s the thing:

    The “joke” that is a game takes a long time to create, and you really don’t know how good it is until it’s completed enough to tell it. If it fails to entertain, you lose a whole lot of progress.

    Remember, the topic at hand here is a scope creep. My whole point being why games have it harder than other software.