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Features

Manager In A Strange Land:
Sliding Democracy
I
had a high school English teacher who said nothing
good ever came out of committees. (The same woman
also told us that the human body underwent a weight
loss immediately after death, due to the departure
of the soul, and that she was visited by Jesus in
her bathroom.) Similarly, the leads who want everything
their way also tend to dis design by committee. Hmm.
Maybe we should reevaluate the merits of the design-by-committee
approach versus the democratic approach.
In
theory, a committee is a good thing. We all have blind
spots. If we get together, we can shore up each other's
blind spots and arrive at better-informed decisions.
So why do committees get such a bad rap? Maybe because
committees frequently fail to arrive at the correct
decision. In the absence of a leader, you can't blame
a specific person, so your democratic process gets
blamed. On the other hand, if a specific leader fails
to make the correct decision (which also happens frequently),
then only the leader is blamed, even though the dictatorial
process ought to be blamed.
Why
Committees Sometimes Fail
Wrong
people making the decisions.
Frequently you'll have a group of managers making
all the decisions without including the people who
are actually going to do the work and know their jobs.
So you're handing out job assignments to people who
haven't bought in to those assignments in the first
place. I saw this with one game. I happened to be
in the room when a programmer didn't want to implement
a design his boss was suggesting.
The
boss said, "The consensus is we should do
it this way."
I said, "It's not consensus if the programmer
doesn't agree."
"I meant it's the consensus of the leads,"
the boss said.
This
was a minor point that might or might not have contributed
to the game's failure, but if the leads habitually
fail to consult the experts when making decisions,
it's obviously bad.
The
opposite problem is when the people doing the work
neglect to include their boss or client in their decisions
and end up doing something the client didn't even
want them to do. I've been guilty of making decisions
in meetings where important stakeholders were absent
and it usually ended in tears: either the work had
to be redone or there wasn't enough time to redo the
work, so some people got into trouble.
Fear
of hurting each other's feelings. Somehow an idea
that wasn't that good from a committee made it into
your game. Now how did that happen? Someone on the
committee should have recognized that it wasn't a
good idea. Maybe everyone was just too nice to say
anything.
At
some point, brainstorming has got to end, and hard
decisions have to be made; otherwise, you will end
up with bloat-ware, as everyone's pet feature got
integrated into the game. If you don't want to reject
a feature outright, you could soften the blow by saying
something like, "Well, it won't be our highest
priority, but we'll get it on the schedule" (knowing
full well it's going to get cut later as things slip).
Even then, you're wasting resources.
To
quote Bill Dugan, executive producer at Treyarch:
Personally, I think the fear of hurting each other's
feelings is a major problem in this industry
it's really hard to say, "Hey, the whole feature
you just spent three months designing and implementing
isn't fun; we need to change it fundamentally."
I think this fear is a constant drag on any game's
quality, from beginning to end. Imagine if we were
designing a 747 and everyone decided to just be nice
to the guy who's everyone's friend and who designed
the rudder.
False
consensus. Peter Drucker, in The Essential
Drucker: The Best of Sixty Years of Peter Drucker's
Writings on Management (Harper Business, 2003),
talks about the social experiment where a group of
people is asked if two different lines are the same
length. Every member of the group but one is a plant;
they agree that the different lines are the same.
When it gets to the test subject, he almost always
caves and agrees with the rest of the group. This
phenomenon is yet another way a group can collectively
agree on a bone-headed decision.
Peter
Drucker then points to the story of Henry Ford, who,
at a committee where everyone agreed on a new idea,
freaked out and said he didn't like all the yes-manning
that was going around. Sure enough, they reevaluated
the idea and decided it wasn't so good after all.
This cute story doesn't actually tell us anything:
for all we know, it might have been a good idea and
Henry Ford lost out.
Not
the best ideas. The ideas that a committee comes
up with are not the best ideas in the group but ideas
submitted by the most persuasive people. Often, the
most persuasive people are those in lead positions,
so there's a sort of unconscious bias. According to
Dale Carnegie, persuasion has little to do with the
"rightness" of your argument and more to
do with how you argue.
Nothing
gets done. You can spend eternity in meetings
without doing any actual work. When thesis and antithesis
compete, it takes a while to reach synthesis. At the
beginning of our latest project, we spent half our
time in meetings for the first few months. I think
the time was well spent but one could argue that we'd
have more to show if we just dove in and started making
stuff.
Imbalance
of responsibility and authority. If nobody in
the committee can be blamed for a decision, than what
motivation does anybody have to make the right one?
If a single person's job is on the line, that's another
story.
Let
the Boss Decide
So
what if you just let the boss decide? Although you're
less likely to be bitten by the "fear of hurting
other people's feelings" and the "nothing
gets done" scenarios, you'll now be more likely
to be bitten by the "false consensus," the
"wrong people making the decision," and
the "ideas are not the best ideas but those from
the most persuasive persons" scenarios. In other
words, only three of the items in my "Why Committees
Sometimes Fail" list apply exclusively to committees.
The real problems are the "fear of hurting people's
feelings" and the "false consensus."
Both can be controlled.
In
my opinion, one guy is simply more likely to screw
up than a team. The fact that someone is responsible
(whoever will be fired if he or she screws up) for
running the show doesn't reduce the likelihood of
that person screwing up.
Also,
if you include the person who'll actually be doing
the work, you're less likely to end up in a situation
where people are working halfheartedly on jobs they
think are bad ideas in the first place. (Although
you're also likely to deadlock on that age-old disagreement
in development: the programmer says, "We need
to chuck it all and start over," but the boss
says, "That's crazy talk!")
If
you still think design by committee is a bad idea,
consider this: the Half-Life guys did it. But
they took three years to ship, you point out. Well,
how about this? The Deus Ex guys did it. In
my opinion, Deus Ex is one of the biggest success
stories in all of recorded videogame development:
quality delivered in a timely manner on a reasonable
budget. Here's something from their postmortem:
Should
you get to name your character or not? A holy
war almost broke out on the Deus Ex team about
this. "If you can't name your character, it's
not an RPG," said some. "If we don't name
the character, how do we write and record compelling
conversations and create a cool story?" said
others. "Story isn't the point
" "Yes,
it is
" and on and on and on. We compromised:
we gave the player character a code name and back
story, but let the player select his real name, which
came into play in various ways (though never in speech).
In
my view, this is not a compromise but consensus building
on a point that seems trivial. That's how important
it was to them to keep the team invested. Finally,
we've done it at Treyarch: on my last project (which
I'm not going to name so this article doesn't have
to go through a host of legal approvals), we were
frequently accused of being overly democratic and
committee-oriented. But we actually shipped a very
successful, well-reviewed product on time (although
we did enter crunch mode for eight months).
Give
Democracy a Chance
Say
I've convinced you and now you want a more democratic
process. How should you proceed? If you're at the
bottom of the totem, there's not a lot you can do
to make your team more democratic. You can make yourself
heard and encourage your teammates to make themselves
heard, but take this too far and you could get fired.
I've seen it happen on other teams and at other companies.
Too much disagreement in the name of democracy or
honesty or good faith can be harmful to your career.
"He has a bad attitude. We don't need him,"
the leads might say.
I
am backpedaling from one of my earlier articles, where
I said, "A hobbit can contend with the will of
Sauron." A hobbit can also get crushed by an
Orc. If you're going to stand up and disagree with
your boss -- all because you want to make the game
better, of course -- be careful. Remember your people
skills. And try to make sure you're indispensable
if you're going to make waves; this is particularly
important for middle managers, as the less actual
work they do, the more dispensable they become.
A
lot of us remember that game development was born
out of small teams with democratic processes. It's
natural for us to think that we should get plenty
of say in the design of the game we're working on.
That's the way it used to be. But now we have to remember
-- democracy at a company is a privilege, not a right.
Technically, if our boss tells us to do something
we disagree with, well, that's what we get paid for.
If we don't like it, we can always send out a resume
to some place else.
Now,
if you're a manager, then the situation is different.
You can encourage some democracy within your domain.
I'm not advocating either anarchy or putting everything
to a vote. What I'm advocating is sliding democracy,
where your project starts out with lots of brainstorming
and committees and consensus building, and then increases
the amount of dictatorship as time goes on, until,
at the end of the project, whatever you say goes,
end of story, ship the game.
The
team still needs a leader, whose behind will be on
the line if mostly incorrect decisions are made. And
the way you should make sure those decisions are more
likely to be correct is to have lots of meetings:
ask for as much input as you can, and try to build
consensus.
Building
consensus is hard. There have definitely been times
where all those reporting to me expected me to do
one thing and I insisted on another. I now feel that
the correct thing for me to do in those cases would
have been to keep hashing out the problem until we
found a solution that was mutually agreeable.
How
do you build consensus? One excellent resource is
Getting to Yes: Negotiating Agreement Without Giving
In by Roger Fisher, William Uly, and Bruce Patton
(Penguin Books, 1991) Then there's a short guide here
that I just found via Google. So if you want it spelled
out in excruciating detail (and don't mind wacky space-cadet
stuff), then take a look at the McCarthy's Decider
Protocol in their Core
system [PDF link].
Jim
McCarthy has a trick for avoiding false consensus
and saving time: simultaneous voting. When you want
to get a general idea how a room feels about a decision,
just vote: count to three and ask everyone to put
their thumb up or thumb down (or a fist if they aren't
crazy about the idea but wouldn't mind trying it).
You'll find out how everyone really feels without
too much bias.
I
once called for a vote after a long session of argument,
only to see everyone -- over a dozen people -- voting
the same way. What the hell were we arguing about?
Were half of us just playing devil's advocate? Devil's
advocacy is great, but sometimes you just need to
get stuff done.
To sum up, remember that you're fallible and use your
employees to shore up that fallibility. But also remember
the possible pitfalls of design by committee and take
steps to avoid them.
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