Original Post
I''ve been reading the Manager in a Strange Land series of articles by Jamie Fristrom over on GamaSutra, culled from Game Developer as usual. Have any of you read them?
In Manager in a Strange Land: Benchmarking, Part 2 he interviews Neversoft''s Mick West. Here''s an excerpt:
quote:And another:
Jamie: Neversoft has consistently turned out top-rated games, on time, every time, for years. There are very few companies in the industry with that kind of track record. What''s your secret? That is, of all the things you do, what do you think is the most important thing for making a great game on time? Mick: I''d call it "game-driven development". It''s easy to lose sight of what your final goal actually is. Neversoft went through some very hard times in our early years, where we were less focused. The key is to ensure that everything you do is focused on shipping a quality game on time. The quality of the code is a secondary consideration. The quality of the next game is a secondary consideration. The only thing that really matters is the game.
quote:In Joel Spolsky''s review of Robert L. Glass'' Facts and Fallacies of Software Engineering he says:
I read a LOT of books on software development methodologies. My favorite is Rapid Development by Steve McConnell (Author of Code Complete). It''s a big, old fat book with a simple message: do what is appropriate. There is no silver bullet, you have to use a rich mixture of techniques that suit the problems at hand. And more importantly, that suit the people at hand. UML is fine, but practically nobody at Neversoft has even heard of it, let alone could be comfortable using it. UML does NOT communicate if you don''t know UML. In fact, the vast majority of current software development methodologies might as well be non-existent to most programmers. Even your best programmers don''t have the time to keep up on the latest "thinking" in this area, so you are just not going to find people who are familiar with concepts such as eXtreme Programming or Design Patterns. So fundamentally, we don''t explicitly do ANY software engineering practice. Like our game design process, our coding practices are a collection of useful habits we''ve picked up along the way, refined and tempered by the fires of hell (using them on shipped projects).
quote:Are we trying to over-engineer games? While systems and techniques and methods are important and useful, can we develop any formal doctrine other than the collective wisdom amassed over the years? Many then-young film directors have cited "the talk" they received while working for Roger Corman as having been more important than everything they were taught in film school. Corman is known for his guerilla style of filmmaking, but he''s also known for having produced more on-time and on- or under-budget flicks than any other Hollywood producer. I guess my question boils down to this: how applicable is today''s software engineering to today''s game development? Should, perhaps, SE continue as an academic and business software (where markets are not so seasonal or transient) discipline until larger, more complex problems like true component reuse are solved?
If you have even the slightest bit of common sense, you should ask: “Where''s the data? If I''m going to switch to Intense Programming I want to see proof that the extra money spent on dog kennels and bird cages is going to pay for itself in increased programmer self-esteem. Show me hard data!” And, of course, we have none. One set of people will tell you you gotta have private offices with walls and a door that closes. Another set of extremos will tell you everyone has to be in a room together, shoulder-to-shoulder. Neither of them have any hard data whatsoever, where by “hard data” I mean “data that wouldn''t be laughed out of a sixth-grade science classroom.” The truth is, you can''t honestly compare the productivity of two software teams unless they are trying to build exactly the same thing under exactly the same circumstances with the exact same human individuals, who have been somehow cloned so they don''t learn anything the first time through the experiment.