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Features

Manager In A Strange Land:
The Dead Zone
I've worked on a bunch of role-playing and action-adventure
titles. I've started noticing a pattern, which is this: games that
aren't done yet don't look done. This always takes me by surprise.
Maybe it's because, at E3, for a brief moment, the game (well, the
portion of the game you feel comfortable showing) looks done. Then,
a couple weeks later, people go in and start making things better,
which -- for the interim -- makes everything look worse. You also
start paying attention to the levels, missions, dungeons, and what-have-you
that never looked done. They're filled with placeholder textures,
placeholder characters, stubbed-out gameplay, placeholder visual
effects, and placeholder sound effects. You begin to wonder: will
we ever finish this thing?
As the teams I've worked on have gotten larger, this
problem has worsened. When I was hired to finish a casino game all
by my lonesome (a game where almost all the art had already been
done, and I just had to put it together), I finished it one part
at a time. First I did the blackjack, then the roulette, and so
on. So the game showed steady, visible progress. If they had hired
five programmers instead, to do one mini-game each, although they
might have finished the project in one fifth the time (ignoring
Brooks' law for a second), the project wouldn't have shown satisfactory
progress until the very end, when all the components were completed
simultaneously.
Everything coming together at the last minute is actually
a sign of a well-leveled schedule. Your game has twelve levels?
The fastest route to completion is to hire twelve level designers.
Not the most efficient, mind you, but the fastest. However, you
won't have a sense of your progress until they're almost done.
A lot of project management books for software developers
spout feel-good platitudes like: "always keep your product
in a zero-defect state", "have 'ship-it'milestones",
"do a 'spiral' where you finish one iteration of your software",
"evaluate-refine-repeat", blah, blah, blah.
Most rules of managing software development apply
to game development. But some do not. I think managing game development
projects in more like building construction than software development.
Imagine if construction management books said things like, "You
should always keep your building in a zero-defect, shippable state."
Obviously, building construction crews don't work
this way. Construction projects look like disaster areas up until
the last minute. Then they blow the sawdust away, take away the
scaffolding, and -- ta-dah! -- a house.
(Greg John, senior producer on Spider-Man 2,
points out that construction analogies are dangerous because in
the construction industry, there's a well-defined blueprint and
the work itself isn't terribly creative. All I'm saying is that
in this case -- unfinished buildings don't look finished and neither
do unfinished games -- there's a parallel. Ed Del Castillo, CEO
of Liquid Entertainment, has an interesting story that may indicate
the opposite, however. Ed hired a guy to do his pool, and the contractor
advised against creating a blueprint, saying it would be a lot of
extra work and money, and Ed would probably want to make changes
to the pool once he saw the actual work anyway. The guy suggested
that 't they "just get at it." Maybe construction is more like software
development than we thought.)
I think of the period of the time where the game looks
horrible as being the "Dead Zone". It starts shortly after
your earliest demo and goes up to when you're several weeks from
content complete. Others call this phase "Full Production." This
means you'll be in the Dead Zone eight months before you ship. Of
course, your publisher is going to freak out when it has been six
months since your E3 demo and the only levels you have complete
are the ones you showed in your E3 demo, and everything else is
in varying stages of completion. Even though your publisher has
probably never seen a title the size and complexity of yours do
any better than yours has, they have some utopian idea in their
head of what a well-run project should look like, and you fall short
of the mark. They have no way of telling, just by looking at the
product, how close you are to being done.
Which is important. There has to be some way to tell
whether the project's going to ship on time when you're making your
commitment to retail. According to Mike McShaffry in Game Coding
Complete, eight months is when your publisher makes their commitment
to retail. They need to know if your game is going to be a Stonekeep
(tragically late) or a No One Lives Forever (ship-date nailed).
And they won't be able to tell just by looking at the product.
With external development, you can use the milestone
schedule. If you're on target, and your milestones are defect-free,
you're a big winner. If you're off target, and you've cut enough
to still hit, you're still a winner.
But what if you're like us: an internal developer?
You may not even have a milestone document. But you do have some
method of tracking your schedule (you do have some way of tracking
your schedule, right?), and that's what you -- and upper management
-- have to rely on. If you're on target, great. If you're not, cut
early and often.
During this time, you're going to have to regularly
remind upper management to look at the schedule instead of the game.
Another thing we can do about the Dead Zone is try to keep it as
short as possible, by trying to finish the game as early as possible
and leaving lots of padding in the schedule for alpha. Like I said
in my previous article,
this pad should be proportional to the size of the project.
(Untested theory: for a really long project -- say,
three years -- you could plan to be done with production more than
eight months before you ship. That way you'll be able to make your
commitment to retail with absolute confidence, and have a ton of
time left over for balance and polish.)
The Dead Zone is my least favorite time in game development.
It has neither the raw creativity of the design/planning/proof-of-concept
stage, nor the straightforward push of the testing and bug-fixing
endgame. If anyone out there has worked on an original title where
there was no Dead Zone -- where the game showed steady, visible,
bug-free progress as new levels and new missions and new features
were brought to a shippable state, one after the other -- please
write me and let me know how you did it.
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