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[In this analytical article, EA veteran and Emergent VP Gregory looks at the problems of iterating game concepts and assets quickly with a large development team, suggesting possible roadblocks and solutions.]
You often hear from people who build games for a living that it's unlike building any other piece of software. Why is this?
Building interactive fun is a very different problem than building any other type of software, because "fun" can't be planned: you can't schedule a project with waterfall, execute the schedule perfectly, and expect to get a fun game 100% of the time at the end.
There are usually lots of go-backs and retries as you bring together elements of the game -- the code, content, scripts, etc. -- and see if it's entertaining. In the worst cases, teams don't realize that it's not a fun game until it's so late, they can't fix it.
In the best cases, teams prototype their game in "sketch" form during pre-production, and find the fun before they spend the bulk of their time in production filling in content and polishing the gameplay.
So, how do you align your team with the best case scenario? It's a generally accepted practice in the industry that quickly iterating and trying different things is the best way to make incremental progress towards the final goal of a fun game. It's less risky, and you find the core of your game (look, mechanic, etc.) much more quickly.
Developers are now dealing with more -- more of everything. For instance, these elements have all increased:
That last one (increased management focus on risk) has created a cyclic dependency in some of these items that have actually increased them even further, particularly infrastructure. Increased focus on risk brings with it the wish to control the chaos, and implement systems that provide increased visibility and predictability into that chaos.
Game team management usually doesn't have enough information to know where the problems are. Getting the information in place requires new systems, and hooks into existing systems, which increases the rate of change of code, the amount of code, and the number of systems to be maintained.