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What’s the creative result for
your people being able to work on difference projects internally, and
projects that are different from what’s normally in the
marketplace?
SB: What you have to worry about is the
burnout, right? If your MMO takes a long time, you don’t want to
burnout, especially if you’re stuck on this game for four years…
That’s some of what we’re trying to avoid by having these other
projects. The other thing is: it just gives you other things to look
at every day. Maybe you just did something that helps this other
group. It just gives us the ability to break up the day a little
bit.
So people will work on all four
games at once?
SB: No, I mean, everybody has a project, a
focus, certainly. But what we try to do is move people around a
little bit. The things you’re trying to solve when you’re making
an MMO are complex. So it’s nice to have a break every now and
then.
The other thing that we’re doing is a
lot of in-house reviews of our own products, and beating up on
ourselves a little bit. It gives you a better critical view of
what’s going on.
What other changes are there are
NetDevil?
SB: The big switch that’s happened to our
company this year is we’ve switched to agile development. A bunch
of our people have been trained in Scrum and we’ve been working on
that. It’s incredible. It’s made a huge difference in how we
work, how we approach things.
Is that common in online developers?
SB: To be honest, I don’t know. I don’t
know enough about other developers to know. But [internally] we just
forced it. We said every project is switching at the beginning of
the year. And we’ve gone through a pretty brutal learning curve on
it: what works and what doesn’t. Different teams have evolved in
different ways that are best for their project. It is amazing in
terms of its results, though.
Everyone’s forced to treat things as
shippable products, from the very beginning. Software development
has so long been: throw everything in – that’s the alpha. Refine
everything once – that’s the beta. Then refine everything as
much as you can before you ship.
It’s like, no, no, we’re not going
to do that, because you’re limited by real things, like time and
money. Those are real factors that aren’t going to be changed.
Now what you say is, if those are going
to be our factors, and someday we’re going to have to ship this
thing, what you do instead of saying ‘we’ve got everything in
there, but kind of crappy, so we’re going to refine as much as we
can before it ships,’ now you say: we’re making one thing at
a time that are great. And if we ship early, it just means we’ll
ship without something, like less content
That’s something to ask about:
publishers. How do you like working with publishers? How do you
like being independent?
SB: I love being independent. That’s so
cool, we own our own company. We founded it ourselves, we’re still
running it ourselves. We don’t have investors to answer to, or
anything. You have to answer to your publisher, of course.
That’s our customer, really. But
it’s been great. It gives us a lot more flexibility than other
companies, I think. I don’t know if we could have made the switch
to agile if we were owned by somebody else.
How is the LEGO game being
published?
SB: By LEGO.
So they’re boxing it, doing
billing and collecting…
I can’t say yet, but it’s all by
LEGO.
And NCsoft is still doing Auto
Assault. Would you still work with them again?
SB: Absolutely. There are some things
about NCsoft that I think they do better than anyone else. They
also…they get it. They understand what it means, that shipping is
the beginning of your product, not the end of your product. They
understand MMOs. I really like those guys. We still talk to them
all the time, about a lot of different stuff. And we’re talking to
them about some of our new things, too.
Some of what our talk was about was the
fact that publishers are…the problem comes in the development
schedule. It’s this typical alpha-beta-ship thing. It doesn’t
make sense. If your typical contract says you’ve got things that
must be done by this day for your next milestone payment.
When you have that pressure as a
developer, you’re forced to work to the milestone. If you don’t
deliver those points, you’re not going to get paid. But maybe
that’s not the right thing to do right now. Maybe it’s a bad way
to do it, but they have accounting, which says they’re a certain
value, and you must meet these milestones in order to pay you.
I think it’s milestone-based
schedules that create all of the problems. It’s not anything evil
about the publisher or the developer. That’s an ancient kind of
contract that doesn’t make sense for making online games, in my
opinion.
That’s the thing that you can change.
And when you change that, you can have a great relationship.
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