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Self Inflicted Wounds:When We are Our Own Worst Enemy How we make it harder than it has to be,even though we should know better. GDC Online Oct 2010 Joshua Howard
Incredible high concept Something for everyone Lots of anticipation Impossible to label Ops, CS, etc. all built out Large talented team
Common management and organizational failures that leaders talk themselves into accepting, which often end up negatively impacting your success “…mistakes that have been made so often, by so many people, that the consequences of making these mistakes should be predictable and the mistakes themselves should be avoidable.” Define ‘Self Inflicted Wound’
Most common self inflicted wounds For each, why we let them happen… …what  to do should you be in the middle of it
About the Business About the Team About the Game Most Common Self Inflicted Wounds
No clear customer Building a game for ‘everyone’ means you have no idea who its for ‘art’ can be for its own sake, but commercial products need to have customers About the Business
Too much or too little planning Expecting very detailed documents and formal sign-offs to  reduce the amount of unplanned change can stifle forward progress Staying busy is not the same as being productive Rushing into action without a clear plan is never good About the Business
Poor communication channels How does one group know what the other groups do? Separation of responsibility can go too far Like building a neighborhood then wondering how to retrofit plumbing between the buildings About the Team
No clear lines of responsibility/no one in charge Who can make what decision about what areas? Everyone in the team should have the same answer Too many fiefdoms inevitably lead to the larger team not working towards the same thing About the Team
Punishing bad news Communication is hard enough, but when bad news is punished it results in less communication overall About the Team
Hostages Letting anyone, even star talent, hold the team or business hostage may work in the short run, but will bite you in the long run About the Team
No clear vision Can everyone involved articulate the same vision? No single vision likely means you are not ready to start yet because the team doesn’t know what they are building About the Game
Fun will come later/the spark of fun is enough Build fun in early and improve it, don’t hope it happens when everything comes together near the end Take the spark of fun and grow it intentionally About the Game
Customers don’t get it If the customers don’t get it its because you didn’t help them get it, or what they didn’t get is not worth getting Customer feedback is discarded too easily About the Game
“The obscure we see eventually. The completely obvious, it seems, takes longer.”Edward R. Murrow
It happens all the time. How do we talk ourselves into being okay about any of these?
No clear customer “blue ocean strategy” “something new, so it could appeal to everyone” Too much or too little planning “detailed  docs with official signoff will make us successful” “start now or we miss our date” “start now because we have a team ready to go” (whether the project is ready or not) About the Business
Poor communication channels “let the team figure it out” “the producers will handle that” No clear lines of responsibility/no one in charge “we are all in charge, it’s a team effort” “let’s not upset any of the senior team” “we are all smart people” Punishing bad news “don’t reward bad performance, make it clear when something is unacceptable” Hostages “they are the only expert we have, we are in trouble if they walk” “can be brilliant, even if no one likes working with them” About the Team
No clear vision “we are trying something new that’s hard to pin down” “it’s too big a project to have a single vision” “we will find it along the way” “we have a  vision, we just can’t put it into words” Fun will come later/the spark of fun is enough “it’s a complex game that only works when all the pieces are in place” “the not great parts are tolerable because the good parts are so good” Customers don’t get it “we are trying something new so customers don’t understand it” “customers understood when game X did it, so they will understand us” “that’s already been fixed” “that’s going to change anyway” About the Game
So What Do I Do About It? Some successful strategies.
No clear customer Work bottom up to decide Too much or too little planning To start planning is to start Involve all disciplines in planning, bottom up Don’t confuse ‘sign-off’ with ‘buy-in’ About the Business
No clear lines of responsibility/no one in charge Nominate from below and get group buy in Take the high road; be ready to bend the knee or leave Introduce RACI* Punishing bad news Reward communication around you, whether good news or not Have the courage to bring truth to power or accept complicity for failure Hostages Peer pressure to enforce acceptable social behavior Be ready to leave About the Team * See http://en.wikipedia.org/wiki/Responsibility_assignment_matrix for info
No clear vision Start locally and create a shared vision Expand those involved and tweak the vision to keep the larger group on the same page Stop expanding when the vision stops being useful to the day to day work you do Fun will come later/the spark of fun is enough Get clarification if Fun is the goal, and if so speak truth to power Customers don’t get it Accept you don’t understand the customer and until you do this won’t change Listen to the feedback, don’t just hear it About the Game
Don’t wait for ‘management’ to fix things The project will be just as dead because you waited than because they didn’t act Your job is to help the title ship, and sometimes that means ‘drawing outside the lines’ Decide that something not being done right elsewhere won’t keep you from doing it right locally Get broad multi-discipline support and work bottom up Find what works for your team, then share it with other teams (share, not force) If ‘they’ are not receptive of your efforts Learn how to disagree and commit Or consider joining a new organization that values you more Themes
36 Classic Mistakes of software development, as presented in Rapid Development, by Steve McConnell “He defines ’classic mistakes’ as mistakes that have been made so often, by so many people, that the consequences of making these mistakes should be predictable and the mistakes themselves should be avoidable.” Updated and expanded to 42 in “Software Development’s Classic Mistakes 2008” white paper (available at www.construx.com) Not Just In Games
Incredible high concept Chased the spark of fun Something for everyone No clear customer Lots of anticipation Too long to build Impossible to label No clear vision Ops, CS, etc. all built out Too many cooks Large talented team Too high a burn rate
“It’s frustrating that the lessons of our failure read like so many other startup failures.” “While I regret not doing more to help fix our problems, and am deeply disappointed by our failure, I don’t regret taking part in the adventure.” 			- Luke Halliwell, RTW dev Closing
Email me at joshua@bonegames.com Check out more from me at: http://thereisnothem.wordpress.com About Joshua

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Self Inflicted Wounds GDC Online 2010

  • 1. Self Inflicted Wounds:When We are Our Own Worst Enemy How we make it harder than it has to be,even though we should know better. GDC Online Oct 2010 Joshua Howard
  • 2. Incredible high concept Something for everyone Lots of anticipation Impossible to label Ops, CS, etc. all built out Large talented team
  • 3. Common management and organizational failures that leaders talk themselves into accepting, which often end up negatively impacting your success “…mistakes that have been made so often, by so many people, that the consequences of making these mistakes should be predictable and the mistakes themselves should be avoidable.” Define ‘Self Inflicted Wound’
  • 4. Most common self inflicted wounds For each, why we let them happen… …what to do should you be in the middle of it
  • 5. About the Business About the Team About the Game Most Common Self Inflicted Wounds
  • 6. No clear customer Building a game for ‘everyone’ means you have no idea who its for ‘art’ can be for its own sake, but commercial products need to have customers About the Business
  • 7. Too much or too little planning Expecting very detailed documents and formal sign-offs to reduce the amount of unplanned change can stifle forward progress Staying busy is not the same as being productive Rushing into action without a clear plan is never good About the Business
  • 8. Poor communication channels How does one group know what the other groups do? Separation of responsibility can go too far Like building a neighborhood then wondering how to retrofit plumbing between the buildings About the Team
  • 9. No clear lines of responsibility/no one in charge Who can make what decision about what areas? Everyone in the team should have the same answer Too many fiefdoms inevitably lead to the larger team not working towards the same thing About the Team
  • 10. Punishing bad news Communication is hard enough, but when bad news is punished it results in less communication overall About the Team
  • 11. Hostages Letting anyone, even star talent, hold the team or business hostage may work in the short run, but will bite you in the long run About the Team
  • 12. No clear vision Can everyone involved articulate the same vision? No single vision likely means you are not ready to start yet because the team doesn’t know what they are building About the Game
  • 13. Fun will come later/the spark of fun is enough Build fun in early and improve it, don’t hope it happens when everything comes together near the end Take the spark of fun and grow it intentionally About the Game
  • 14. Customers don’t get it If the customers don’t get it its because you didn’t help them get it, or what they didn’t get is not worth getting Customer feedback is discarded too easily About the Game
  • 15. “The obscure we see eventually. The completely obvious, it seems, takes longer.”Edward R. Murrow
  • 16. It happens all the time. How do we talk ourselves into being okay about any of these?
  • 17. No clear customer “blue ocean strategy” “something new, so it could appeal to everyone” Too much or too little planning “detailed docs with official signoff will make us successful” “start now or we miss our date” “start now because we have a team ready to go” (whether the project is ready or not) About the Business
  • 18. Poor communication channels “let the team figure it out” “the producers will handle that” No clear lines of responsibility/no one in charge “we are all in charge, it’s a team effort” “let’s not upset any of the senior team” “we are all smart people” Punishing bad news “don’t reward bad performance, make it clear when something is unacceptable” Hostages “they are the only expert we have, we are in trouble if they walk” “can be brilliant, even if no one likes working with them” About the Team
  • 19. No clear vision “we are trying something new that’s hard to pin down” “it’s too big a project to have a single vision” “we will find it along the way” “we have a vision, we just can’t put it into words” Fun will come later/the spark of fun is enough “it’s a complex game that only works when all the pieces are in place” “the not great parts are tolerable because the good parts are so good” Customers don’t get it “we are trying something new so customers don’t understand it” “customers understood when game X did it, so they will understand us” “that’s already been fixed” “that’s going to change anyway” About the Game
  • 20. So What Do I Do About It? Some successful strategies.
  • 21. No clear customer Work bottom up to decide Too much or too little planning To start planning is to start Involve all disciplines in planning, bottom up Don’t confuse ‘sign-off’ with ‘buy-in’ About the Business
  • 22. No clear lines of responsibility/no one in charge Nominate from below and get group buy in Take the high road; be ready to bend the knee or leave Introduce RACI* Punishing bad news Reward communication around you, whether good news or not Have the courage to bring truth to power or accept complicity for failure Hostages Peer pressure to enforce acceptable social behavior Be ready to leave About the Team * See http://en.wikipedia.org/wiki/Responsibility_assignment_matrix for info
  • 23. No clear vision Start locally and create a shared vision Expand those involved and tweak the vision to keep the larger group on the same page Stop expanding when the vision stops being useful to the day to day work you do Fun will come later/the spark of fun is enough Get clarification if Fun is the goal, and if so speak truth to power Customers don’t get it Accept you don’t understand the customer and until you do this won’t change Listen to the feedback, don’t just hear it About the Game
  • 24. Don’t wait for ‘management’ to fix things The project will be just as dead because you waited than because they didn’t act Your job is to help the title ship, and sometimes that means ‘drawing outside the lines’ Decide that something not being done right elsewhere won’t keep you from doing it right locally Get broad multi-discipline support and work bottom up Find what works for your team, then share it with other teams (share, not force) If ‘they’ are not receptive of your efforts Learn how to disagree and commit Or consider joining a new organization that values you more Themes
  • 25. 36 Classic Mistakes of software development, as presented in Rapid Development, by Steve McConnell “He defines ’classic mistakes’ as mistakes that have been made so often, by so many people, that the consequences of making these mistakes should be predictable and the mistakes themselves should be avoidable.” Updated and expanded to 42 in “Software Development’s Classic Mistakes 2008” white paper (available at www.construx.com) Not Just In Games
  • 26. Incredible high concept Chased the spark of fun Something for everyone No clear customer Lots of anticipation Too long to build Impossible to label No clear vision Ops, CS, etc. all built out Too many cooks Large talented team Too high a burn rate
  • 27. “It’s frustrating that the lessons of our failure read like so many other startup failures.” “While I regret not doing more to help fix our problems, and am deeply disappointed by our failure, I don’t regret taking part in the adventure.” - Luke Halliwell, RTW dev Closing
  • 28. Email me at joshua@bonegames.com Check out more from me at: http://thereisnothem.wordpress.com About Joshua