Contents
Game Law: SCRUM Deals - Good, Bad or Ugly!
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
July 4, 2009
 
CyberConnect2 Boss Talks 'Quality Of Life' For Japanese Developers [4]
 
Warner's $33M Midway Acquisition Approved By Judge [7]
 
July's Top 25 Facebook Games Topped By Zynga, MindJolt Titles
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
July 4, 2009
 
Monolith Productions
Senior Software Engineer, Game Systems
 
Monolith Productions
Senior Software Engineer, Tools
 
Trion San Diego
Terrain Artist
 
Trion Austin
Technical Systems Analyst
 
Monolith Productions
Sr. Software Engineer, Engine
 
Warner Bros Entertainment
Senior Environment Artist
 
Warner Bros Entertainment
Senior Game Designer
 
Edge of Reality
Project Art Director/Art Lead
spacer
Latest Features
spacer View All spacer
 
July 4, 2009
 
arrow The Formation And Evolution of CyberConnect2 [3]
 
arrow Game Design Essentials: 20 RPGs [22]
 
arrow Real-Time Cameras - Navigation and Occlusion [1]
 
arrow Persuasive Games: Gestures as Meaning [7]
 
arrow Sponsored Feature: BattleClinic's Chris Condon On Using Iovation To Prevent Gaming Fraud, Chargebacks
 
arrow A Different Track: Frank Gibeau Talks Strategy [1]
 
arrow Leading The Design of APB [2]
 
arrow Dramatic Play [19]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
July 4, 2009
 
How to Monetize Flash Games Efficiently [6]
 
Crowdsourcing Game Audio: Lessons Learnt [3]
 
Thinking Out of the Box [5]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Game Law: SCRUM Deals - Good, Bad or Ugly!
by Tom Buscaglia
del.icio.us del.icio.us digg this! digg this! reddit! reddit! stumble it! stumble it! RSS
 
 
August 28, 2007 Article Start Page 1 of 3 Next
 

SCRUM is the latest craze that’s sweeping the industry. It's agile, egalitarian and accommodating to iteration. What could be sweeter? Yes, it’s another step closer to the game developer’s promised land... or is it? More importantly, even if it is the promised land and your studio wants to SCRUM, will you be able to, and what will the contract for a SCRUM deal look like? This is a natural continuation of ideas I presented in an article I did about two years ago entitled “A Case for Flexible Milestone Deliverables.”

What is SCRUM?

For the uninitiated, let’s take a look at this “new” developmental paradigm and see how it stacks up. For the uninitiated, SCRUM is named after the “group hugs” that occur in the game of Rugby... it is sort of a cross between an American football huddle and a hockey face-off. What SCRUM refers to is the agile management of the development process with several levels of periodic review and adjustment of goals and tasks by the manager (sometimes referred to as the "SCRUM master").

Advertisement

Google SCRUM and you’ll find detailed descriptions of the process and more sites than you can shake a stick at pitching everything from training and support software to books and consulting services. But, hey... this is the Game Law column, not a bit on development management. So, before I start embarrassing my self, I’ll just try to follow the old KISS rule... and Keep It Simple, Stupid!

The Good...

SCRUM seems to be just chock full of innovative ideas. For example, it breaks down many of the barriers to communication within the development team hierarchy. Daily, weekly and monthly meetings involve the entire team (or at least the entire core team). In this manner everyone who has something to say gets to say it... or at least should have the opportunity to do so. Obviously this can contribute to identifying and correcting problem issues effectively and in a timely manner. And it has the added benefit of increasing team morale by instilling a sense personal ownership in the project by all of the team members.

In addition, this process facilitates ongoing iteration of the project, something that most game developers agree makes for better games. Witness the work of the top studios if there is any doubt. Bungie, id, Valve, Epic... they all iterate the hell out of their games and don’t release them until they are done. The story board - design document - production plan - hard milestones - set delivery date model that is used for many games, especially captive (publisher-owned) studios and for licensed IPs, just never seems to be able to produce truly great games.

Bungie's highly anticipated Halo 3

Many believe that this hard development delivery model is the very reason even mega-budget, major movie IP-related games may be able to hit a film's theatrical release date... but never make that leap to the top level as far as immersion and engaging gameplay. Iteration does that. Hard set deliverables and deadlines don’t. So, in short... it is the increased efficiencies, a happy engaged team and the ability to iterate that result from the SCRUM model that is the “Good.”

 
Article Start Page 1 of 3 Next
 
Comments

none
 
Comment:
 


Submit Comment