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The
Value of Hindsight
Why was
Trespasser designed as a software-only product when the industry
was beginning to embrace hardware in a big way? Why did it enter full
production with only a prose walkthrough for a design spec? Why did the
AI system need a major shift in direction in the last few months of production,
and why did physics code which is barely usable actually ship? The answer
to all these questions is that Trespasser was a project with management
problems at all levels.
The word
"management" is almost a profanity to some developers with its
connotations of hierarchy and structure, so at odds to the often anarchic
side of game making. Some major companies abhor the notion so much they
have even done away with titles altogether. However, after the Trespasser
experience it has become clear that just as there are no successful anarchic
world governments there can not be any successful development teams without
management.
Trespasser
was developed for a Hollywood company, and if there’s one thing Hollywood
is good at it is wholeheartedly embracing the notion of hierarchical structures.
However, this does not mean that Hollywood knows how to manage successfully.
Instead it is famous for its tales of producers on power trips ruining
projects and careers left and right as it pleases them. Perhaps Trespasser
fell prey to this Hollywood curse. At the very least, it suffered from
being an innovative, technologically ambitious project being developed
at a company which had not yet gained institutional experience in game
management by publishing significant less-ambitious projects.
The lack
of skill and experience at the highest level meant that the Trespasser
project itself was allowed to run almost entirely out of control. Many
developers have had experiences with upper management taking too active
of a hand in the production of individual products and frustrating teams
with unworkable ideas and arbitrary demands, and being free of upper management
interference is their dream. However, as it turned out for Trespasser,
having no management influence above the producer level was just as much
of a problem.
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Pretty
outdoor screen shot
from Trespasser. [zoom] |
Trespasser’s
team management was largely made up of people who had not had specific
experience with running complicated projects and large numbers of employees
before, or who had not managed a game project before. Computer games are
one of the most difficult project management tasks possible, consisting
as they do of a careful balance between art and engineering, between the
desire to innovate and the need to deliver a product in some sort of timely
fashion. Managing the types of people who make computer games is also
a tremendous test of interpersonal skills, especially when, as on the
Trespasser team, many of them have never worked in the industry
before and lack of familiarity with standard game development practices.
All of Trespasser’s managers, from the top of the team on down,
needed mentoring and support from above in order to develop into the kinds
of people who could handle the many complexities of such a complicated
project, but never received it.
One of the
surest signs of management problems is a lack of communication, and Trespasser
was rife with it. The design document is a principal example of this communication
problem, as has been mentioned above.Also significant was a lack of regular
and useful team meetings. Most projects bring all their members together
on a regular basis in order to share information, air concerns, and generally
improve the atmosphere of teamwork. Trespasser’s team meetings
happened erratically at best, going from unnecessarily often - as frequently
as three times a week - to weeks or even months with no meetings at all.
When the meetings did happen, they often served more to demotivate rather
than motivate , as the project was continuously behind and the team leadership
was not particularly successful at being positive about the delays. Towards
the end of the project, the team largely came to dread them rather than
look forward to meetings of any kind, such that by the time the project
finally entered beta, no attempt was even made to have team bug meetings,
which greatly contributed to the stress and frustration in the final days.
The general
awkwardness of team relations was exacerbated by having a key part of
the whole project - the physics - written by the project leader. It used
to be that it was possible to both run a project and contribute key work
to it, but with a game as complicated and a team as large as Trespasser,
it was not reasonable to expect that this would be possible. Beyond being
a nigh-impossible task, it also put the department heads of the project,
especially the lead programmer, in an unenviable and difficult position.
When the physics code was continuously delayed and unsatisfactory, there
was no easy way to take action to fix those problems. No lead programmer
should be expected to tell their boss that he had better get his work
done or take some drastic action to get the project back on schedule.
Further complicating matters was the lack of upper management support
- although on several occasions the team did attempt to go to higher levels
to have the lack of progress addressed, the company’s higher-ups were
by turns unable and unwilling to take the necessary steps. Perhaps worst
of all were the personality conflicts which arose - after a while, it
became impossible to even attempt to raise concerns about the physics
code without in a constructive rather than confrontational manner. Many
on the team began to go out of their way to avoid dealing with the issue
at all, but this only allowed the problems to continue growing. By the
end of the project, the team was faced with the difficult task of having
to take what we had, no matter how unsatisfactory, and try to get it into
a stable enough state to ship.
It is unfortunate
that even though the Trespasser team was made of some of the most
brilliant programmers, artists, and designers in the industry, the game
we ended up shipping was at best a deeply flawed beta. In the end, when
most of the team were fed up with the whole project and exhausted from
what amounted to more than a year in ship mode, it became an issue of
ship or possibly never ship. The only way Trespasser was going
to become the game that we had promised to the world was to take dramatic
steps to address the management issues which existed, and few companies
in the industry would have had the commitment and vision to take those
steps. With an immense amount of effort, the game did manage to meet its
last possible ship date despite the difficult circumstances, but it is
hard to imagine what we could have accomplished if we had been brought
together and guided with a strong vision and strong plan.
It has been
almost half a year since Trespasser shipped. In that time it has
gone from a gigantic Christmas letdown to an occasionally-referenced joke.
The team has mostly disintegrated, some quitting, some let go, and those
remaining distributed across several different projects. The engine is
effectively dead, with the new DWI motto being "licensed technology,"
probably a good idea for the company but pretty disheartening for the
engineers who created last year’s most innovative, if not quite best,
engine. A group of fans on the net have proclaimed themselves the Trespasser
Hacking Society and have taken up the lunatic task of trying to figure
out how to do a mod for an engine which was barely usable with its in-house
tools.
That Trespasser
shipped at all is a testament to the strength of the individual members
of its team. In looking back at my own experience on Trespasser,
I find that I have learned a lot about game development, and am already
putting that knowledge to work. Although Trespasser the game does
not fulfill the many high hopes I had for it or even my base expectations
for a piece of shipped software, I am happy with the work I put into it.
It is my sincere wish that every other person who contributed to the massive
effort is equally proud of their work, and that sometime in the future
we all have our chance to make a major project which succeeds where Trespasser
failed.
Richard
Wyckoff was a designer on Trespasser who has worked previously
at Looking Glass Technologies in small roles on projects like Flight
Unlimited and Terra Nova. He is currently applying what he learned
from Trespasser on an unannounced project at Knowledge Adventure.
He can be reached at richw@loonygames.com.
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Trespasser
DreamWorks
Interactive
Los
Angeles, California
www.dreamworksgames.com
Team Size:
(the team included all these people at various points) Producer:
Seamus Blackley. Associate Producer/Audio Producer: Brady Bell.
Engineers: Andrew Grant, Paul Keet, Mark Langerak, Mike Mounier,
Scott Peter, Greg Stull, Rob Wyatt. Additional Programming: Richard
Benson, Steve Herndon, Brandon Lee, Kevin Sherill, Charlie Wallace.
Designers: Chris Cross, Austin Grossman, Alan Hickey, Brian Reed,
Richard Wyckoff. Artists: Jenny Hansen, Terry Izumi, Jay Jang, Lonnie
Kraatz, Kyle McKisic, Rolf Mohr, Brian Moore, Antonia Olzsowka,
Marta Recio, Phil Salas. Additional Art: Diane Chang, Sean Connor,
George Edwards, Wei Ho, Daniel Wong, James Wong. Production Assistance/Asset
Management: Jon Galvan, Greg Hillegas. Marketing: Rich Flier. Marketing
Assistance: Amy Nabi.
Release
Date: October 1998
Estimated
Budget: $6-7 million
Time in
development: 32-36 months
Typical
workstation: Pentium II 266 MHz, 128-256MB RAM.
Critical
Applications: 3D Studio Max 1.2, 2.5, Photoshop 4.0, Microsoft
Visual C++ 6.0, Visual SourceSafe 5.0
Intended
platform: Windows 95/98/NT
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