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4. The Act of Balancing and Tuning.
As we approached beta, we started to show the game to focus groups and
to Sierra's internal balance team. The results were pretty stunning.
In the first interaction in our demo level, where we only had three
opponents with the weakest weapons -- people kept dying over and over
again.
Not a single member of Saber team thought this section was at
all challenging. That was indicative of the major problems we had with
balancing and overall accessibility of the game to the general public.
Our solution to the problem was to
conduct more focus groups and refine the gameplay. We brought people
in both at the Sierra and Saber offices and had our level artists and
scripters watch people play and make observations. The experience was
very painful. We could not believe that people could not figure the
way out of a room with three doors, two of which were permanently locked.
They just kept bumping into those two locked doors forever, and eventually
gave up. The solution was to clearly mark the permanently locked doors
with large visible locks, or red signs. James Bonti, a Sierra AP working
out of our St. Petersburg office, compiled a bible of "things frustrating
the player", which included instant deaths, unusually difficult
areas, clunky controls, objects which were placed in the player's path
and confused people who did not know where to go, unclear objectives,
and other similar things. After the fixes were made, a version was presented
to the next focus group, and the cycle continued.
We also listened to the members of
the press that saw the game the year before and could compare the two
versions. One of the biggest criticisms we were getting was our simplified
time control.
In 2006, the user could select any of the three time controls
at any time, which not only took up a lot of buttons on the controller,
but also made the learning curve much steeper. After the extension it
was decided -- after yet a few more focus groups -- that the users
learned how to use just one time control function and never experimented
with the other two.
Therefore a decision was made to automate
the timeshift selection -- now there was only one button to press, and
the game (or rather the player's AI-controlled suit) would choose the
function automatically.
This not only allowed for easier controls, but
also allowed the designers to designate certain areas of the game where
specific time powers were made unavailable (the biggest challenge of
TimeShift circa 2006 was that the user could press Time Reversal
at any moment, which significantly limited our ability to include complex
scripted events, and affected even simple things such as opponent spawning).
However, this also frustrated a lot of people who felt that the primary
feature of the game -- the ability to freely control time -- was taken
away. This made us get back to the design board and figure out a solution
which would combine both schemes. The end result certainly pleased the
more knowledgeable members of the press, as well as the gaming public.
5. The Proverbial Crunch Mode.
Nobody likes overtime, especially when it happens during the summer.
The three months of the summer in Russia is the only time when the weather
is good and it's nice to be outside.
This is the time when most people
take holidays. Unfortunately, summer also happens to be the "high
season" at work when the project is being wrapped up for Christmas
release. Because of the extension, our team had to spend two summers
in a row in the office.
Saber's senior management knew that
crunch was coming, and it was inevitable. We also knew that the last
thing we wanted to happen was to burn the team so much that somebody
would snap in the middle of the project and quit -- so the goal was
to make this crunch feel reasonable.
We also had to come to terms with
a few over-zealous people at our publisher, who "expected"
the team to go into crunch ideally sometime in January, knowing that
the project wouldn't end until mid-October. That certainly wasn't an
option. Mandatory 55-hour work weeks for most people at the team were
finally established starting in May.
The primary tools we had at our disposal
were proper planning and established production processes. We knew that
our primary "peopleware enemy" was the frustration factor,
and we tried hard to minimize it. Luckily, we learned the lessons of
the previous "wrapping-up mode".
There's nothing more frustrating
than to work overtime and then not be able to leave the office when
your work is done because a new feature was implemented just before
the build is due to go out and it needs to be tested.
Our team leads established a weekly
schedule with strict cut-off times for code and data check-ins. A build
for each SKU was compiled nightly and tested the following day, so if
something was wrong with the code, assets, or the build tools -- we
knew about the problem right away, and there were few surprises when
the time came to make an "official build" for Sierra.
Every Saturday we sent a number of
weekly builds on all SKUs back to Sierra QA for testing. Mondays, Tuesdays
and Wednesdays were dedicated to "normal work", with features
being written and bugs being fixed. Towards the end of the week, we
would go into "wrap it up" more.
On Thursdays, we did the
code branch and made a "build candidate" which went into thorough
internal testing. Only essential bug fixes could be checked in into
the "release branch", and only with the specific approval
of the leads. The same applied for art changes. This way we had two
or three days to test the build internally and stabilize it.
But because assets and code were fully
branched, those people who did not need to do fixes for that week's
build could fully focus on other things working towards other goals
and maintain high productivity.
This branching system also allowed us
to "break things" in a big way when needed to make major fixes
or improvements without affecting the stability of the overall build.
A lesson we quickly learned was that it was of utmost importance to
consistently send quality builds to Sierra. Not only did it greatly
increase the efficiency of testing, but also helped to cement belief
in us hitting the final dates.
At the height of this "build pushing"
we had 12 QA people, including Saber and Sierra team members, working
on-site. These were the guys who were hit the worst with the crunch.
They had to leave late, oftentimes after midnight, having tested the
build, and come in early to report the bugs and be available to team's
requests.
Kirill Morozov, the head of Saber QA and our "Build
Master", setup remote access from home and was monitoring and tweaking
build assembly processes through the night, sometimes getting frantic
calls from QA guys in LA at 5 AM when something was going wrong.
We also did a few other things right
when managing this unpleasant crunch period, ranging from proper financial
incentives to serving lunches and beer on Saturdays. The team morale
was holding up pretty high, and we achieved our goal -- nobody quit
-- either during the crunch, nor after it ended.
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