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"What's
wrong with the games that are out there today?"
I
was asked this question one day by a student of mine at AI Centre for
Digital Imaging and Sound, where I have been teaching a course called
"Business Management for Games" for a number of years.
"Well,
where can I start?" I responded. A good place might be is to investigate
the way we develop our games. On that note I dug into all of the postmortems
I could find online, in various magazines and books, and from discussions
with people who worked in the industry.
After
many hours, days, weeks and months of reading articles and talking to
many game developers about how they produced games, I realized that the
game industry as a whole was continuously repeating the same mistakes
over and over again. And not only were the same mistakes being repeated
over and over again, everyone was using the same process to analyze those
same mistakes as if it was some kind of "blind religion". I
determined that the process that was being used to seemingly fix these
issues was actually sabotaging the efforts to repair them.
A "Blind Religion"
What's
this you say -- "blind religion"? C'mon, we've got a lot of
really smart and creative people in the industry working with multi-million
dollar budgets and with games that now take years to develop. We have
loads of people with BAs, Masters Degrees, and even some MBAs and more
than a few PhDs. All of these smart people are working away to come up
with the next major commercially viable title. And some are even successful
at it. Please note the word "some", since the ratio of success
to failure is pretty small -- I've heard estimates ranging from 1 in 7
to 1 in 25. What I do know for sure is that the top 20% of games generate
about 80% of the revenue in sales.
On
one game I worked on, one of the team members complained to the producer
that months of working 12-hours-per-day, seven-days-a-week was getting
to him. He said he'd like to have at least one weekend off. The producer
replied, "This is the game industry -- crunch time is a fact of life."
I have a question for all of you game company owners, producers and leads
out there: Ever wonder why you have such a high turnover rate at your
company? Studies have shown that most game developers will put up with
a severe crunch mode for one, or at most two, projects and then they start
looking for another company. Believing that crunch time is a fact of life
is a result of following the "blind religion" that's so pervasive
in our industry.
Why
are these same really intelligent souls continuously making the same blunders
over and over again? We all work like slaves under constant crunch time,
sweating each design idea into a proof of concept. That design idea requires
more art for the modelers and animators to create and rework, more code
to crunch, more sound effects and music, further iterations of the game,
and so on. Then a GTA: Vice City hits the street, everyone pops
up their periscopes and does a feature comparison analysis, takes a deep
breath, and tries to cram a few more goodies in to make it more fun and
commercially successful. All this, and the game still has to ship on the
pre-agreed upon date.
Once
the game's done, those still standing take a bleary-eyed look in the rear
view mirror to try and recall what went wrong. Typically, someone actually
has enough energy to do something called a "postmortem," the
purpose of which is to presumably never relive this same craziness again
and come up with a much better game the next time around under much better
working conditions. "We'll not make the same mistakes" someone
writes in the postmortem, only for the postmortem to never be seen or
heard from again. Then the next production repeats many of the same mistakes.
Law of Diminishing
Returns
While
by no means is severe crunch time the only problem with game development,
I'd like to speak out about the relationship between complaints about
the lack of innovation in games and the expectation that working overtime
is normal. While I'm sure there are many successful titles that have required
some crunch time, my feeling is that the "crunch" is at least
partly responsible for the lack of innovative titles we see today. A team
may be able to "crank" for a considerable portion of the first
iteration of a title, but eventually it will get burned out.
There
are numerous studies that show how the Law of Diminishing Returns affects
productivity. Other long-term studies have shown that health problems
result from a diet of night-shift work, even if the schedule is periodic.
Other studies show that creativity is one of the first things to disappear
when the Law of Diminishing Returns sets in.
A "Postmortem"
on Postmortems
So
what is a postmortem exactly? Typically, it's a document written near
the completion of the project (or shortly thereafter) by one or more people
on the team, who gather information on what happened over the past eighteen
months or so during the game's development. The postmortem is designed
to document what went right and wrong during the game. But a more cynical
definition might be the following:
"A
common artifact of the game development process whereby the game industry
documents the fact that everyone seems to continuously make the same mistakes"
During
my presentations at the Game Developers Conference (GDC) this year, I
asked the participants to list both the positive and negative things about
the postmortem process as they have used it on their games. I'll start
with the negative aspects, since these far outweigh the positive.
The
postmortem only occurs at the end of a project. I don't know about
you, but with the fast pace of game development, I have a difficult time
recalling with a high degree of accuracy what transpired last week, let
alone last month or last year. In addition, the phenomenon of selective
memory kicks in. We like to remember what is most important to us and
not necessarily what is most important to the project. Also, once the
game's done, many people are already off the project on holidays, working
other games or at another company. If not, the developers are heading
in this direction and their motivation to fill out postmortem forms is
pretty low.
A
postmortem offers no opportunity to solve problems for the current game
since the game's development is over. I thought we were trying to
make better games while we were making them? What is the point of a system
that can't provide any impact to your current project? Not much.
Some
team members don't want to "rock the boat" by critiquing senior
team members, team leads, the producer or management. This is a normal
human tendency. New team members are just getting their feet wet and getting
the lay of the land. However, they may have excellent, fresh perspectives
on how to improve the process. Whether new team members are experienced
developers or new to the industry, I've found that feedback from recent
team additions is very valuable.
We
all need feedback to improve our skills, both professionally and personally,
and it doesn't matter if you're at the top of the totem pole or the bottom.
Without a mechanism for constructive critiquing, and an atmosphere that
supports it, your team is missing a golden opportunity.
Some
long-standing team members feel left out of the process, or feel that
their views are just archived and forgotten. We have a term for this:
"jaded". It's an unfortunate fact of life that highly creative
people who don't feel they are getting heard stop contributing and deliver
the bare minimum to get their job done. It's not just a question of working
the minimum number of hours each week - you need that all-important emotional
commitment that helps create a high-caliber game.
Some
veteran developers who have repeatedly filled out postmortem forms feel
that their views were quickly forgotten for the subsequent project. Often
this isn't management's fault; it's because of the postmortem process
itself: it's performed once at the end of the project and then archived,
never to be seen again. When the next project repeats the same mistakes,
those who contributed to the previous postmortem quickly say "I told
you so" and ask the all-important question - "why are we doing
this again"?
Postmortem
questions/responses are too technical or not their area of expertise.
Artists aren't coders, coders are rarely designers, and sound designers
don't program. I've seen many postmortem questionnaires littered with
questions that only apply to one of these disciplines. Yet someone from
another discipline could easily have contributed valuable information,
if only the right questions were asked and presented in a different format.
Most artists who are responsible for rendering cinematics could probably
not answer the following question: "What in your opinion contributed
to the failure of the surround pre-encoded LT/RT 48K 16-bit FMV audio
files on the PS2 build?" However, the artist might have provided
very valuable information, reporting that the audio files he received
were of a different sample rate than the video compositing software allowed
-- had a different feedback process been used or the question phrased
differently. Postmortem questionnaires often ask detailed questions long
after the details have been forgotten.
No
scoring values were assigned to feedback - there was no way of communicating
the importance of the feedback. How can one tell which issues had the
most or least impact? Postmortems ask questions, but what about the
importance of these questions with regard to their impact on the game
itself? We all know that breaking the build is important, but how important
was that to the animator trying to get his art visible on the target platform
during integration week? Was it more or less important than the poorly
designed tool he was trying to use in the same situation? Only the animator
knows for sure. Postmortems don't ask these kinds of highly important
questions, and even if they did, it would be way too late in the process.
The game was late and the art not as stunning as it could have been, all
because of a poorly designed tool or unstable build at critical times
in the project's development.
Once
development starts on the next project, everyone is too busy to go back
and check previous postmortems. There is an old quote by Santayana
that goes, "Those who ignore history are condemned to repeat it".
This is an industry truth. During my GDC presentations, when I asked how
many developers actually read postmortems from the previous game they
worked on, less than 2% raised their hands. Developers are excited (rightly
so) about the next project, and fresh from some needed time off, but who
wants to dig up all of the nasty issues from the last project? We know
we can do better, right?
Nobody
is responsible for fixing or dealing with the issues raised in postmortems.
This is a very important point, not just from a personal and professional
growth perspective -- also from a game, team and company growth perspective.
As I said earlier, postmortems are too late in the process for anyone
to fix the problems, much less nip them in the bud before they become
larger issues. Because it's too late, many problems just get buried, only
to rear their ugly heads as bugs during the release stage of development
-- if the project has gotten that far.
The
same mistakes keep getting repeated. I talked about this in the introduction.
The same problems crop up in subsequent games developed by the same team
and across teams in the same company. Apparently very little learning
is taking place. The lack of knowledge sharing is a huge tragedy for everyone
and stunts team and company growth. For teams and companies to make better
games, the team and company must grow together. Postmortems don't facilitate
this kind of growth since the information gathered is neither high quality,
timely nor utilized in any real positive fashion.
Here's
a brief summary of postmortems from Game Developer magazine. See
if you can recognize how many of these you've experienced first hand on
the projects you've worked on. Note that each one of these issues occurred
multiple times in different games:
- Scheduling
issues - deadlines and deliverables weren't clearly defined or adhered
to
- Lack
of project plan or milestones
- Unrealistic
schedule
- Poor
communication within and across teams
- Major
risks not front loaded
- Feature
and content timing misaligned or not planned
- Insufficient
staff
- Team
casting problems
- The
team structure didn't work
- Unrealistic
goals
- Scoping
issues - too much content, overambitious features
- Crunch
time that seemed to last forever
All
of these issues could have been reduced or avoided altogether!
Postmortems
generally deal with high-level issues. Many of the seemingly "small"
day-to-day items that end up causing larger problems are long forgotten
or are fuzzy at best by the time the postmortem is tackled. Yet the micro
details are the ones that often had the most impact.
Generally
games are late or don't realize their true potential because the day-to-day
issues were not properly dealt with early in production. A cumulative
effect sets in; many of the small issues that don't initially seem large
snowball and became monsters at the end. For instance, a world that's
way too big halfway through production suddenly requires lots of sound
assets near the end of the project, but by that time the budget is already
blown. Later, when the postmortem is being done, people criticize the
game audio for being late or sounding poorly. People tend to focus on
the high-level results, not necessarily the seed that germinated into
the problem.
Feelings
and perceptions are reported, and facts are forgotten. When I joined
a previous project late in its development, I heard that the game team
hated one of the game's designers. At the end of the project, having arrived
too late to fully apply the CSA process, I did my own postmortem to determine
the reasons why this was the case. I interviewed most people on the team
and heard complaint after complaint. I interviewed most people on the
team and heard complaint after complaint. The complaints were generally
laced with considerable emotion. Perfectly normal, reasonable people began
spewing negatives as soon as this person's name was mentioned. It seemed
as if a switch was turned on and the negative energy began flowing as
soon as the discussion turned to the question of design.
After
listening to considerable negative comments for extended periods of time,
I finally asked the all-important question. Why? Why did you feel this
way about this person? Interestingly enough, they couldn't give specifics.
It was all generalities and lots of negative feelings. They would say
things like "He does good work", or "It's not a question
of his technical ability", and then they'd say something like "He
doesn't fit in with the team", or "I don't know, I can't put
my finger on it". It was as if the team had developed some type of
mass dislike for this person but no one could really put their finger
on the reasons why. And it wasn't because these were bad people. They
were good people, generally friendly but something had happened somewhere
during the game's development that no one could really recall. And yet,
I'd say 70% of the team had a real emotional reaction to this one person.
At
the start of the next project, a large number of the team members emailed
the producer and said that if this same designer was going to be on the
team again, they would all quit.
The
story, however, does have a better ending. After considerable thought,
a recommendation was made to bring in a trained mediator from outside.
Even though it was one person against many during the process, the designer
joined the same team on the next project and never a negative word was
heard again. In fact, things turned around so well that at the end of
the project nothing but positive things were being said.
I
guess one could say that this is a situation where the postmortem process
worked. We found a problem and initiated a solution to solve that problem.
But how much time and energy was wasted during the previous game's development
because of misunderstandings that grew into hardened, negative emotions
over time? What if this kind of thing had been discovered early and solved
early?
The
previous game's postmortem issues do not apply to the next game. How
many true sequels do we all work on? Unless we are lucky enough to work
on a franchise product, I'd guess more often than not that the next project
we work on will be quite different. Much of the information we gathered
during the postmortem process is pretty much useless and non-applicable
to what is coming down the proverbial pipe.
Even
when we work on a sequel, things change. The AI or sound engine gets rewritten
due to unforeseen limitations, pipelines get reworked, proprietary tools
are scrapped due to architectural dead ends, processes get revised, critical
team members leave and new ones are hired, art gets changed, and so on.
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