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#21
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| In article <10pld9ef5j0jab3@news.supernews.com>, John Roth <newsgroups@jhrothjr.com> wrote: >I wouldn't be so sure about that. There's quite a bit of evidence >that you can't work more than about six hours doing straight-out >TDD and pairing. If you try to, you start making so many many >mistakes from mental fatigue that it isn't worth it. There's quite a bit of evidence that there's a limit without XP. Usually a bit higher (and depends on the person), but still under the number of hours worked during crunch mode on games. Once you work past a certain number of hours, productivity goes negative as you have to spend time cleaning up after the mistakes of yesterday. You can argue this point till you're blue in the face. But, when management doesn't care, then XP, non-XP, whatever you want to call your development process is irrelevant. XP is *NOT* a silver bullet for working sane hours. It's tangential to the real issue. Nathan Mates -- <*> Nathan Mates - personal webpage http://www.visi.com/~nathan/ # Programmer at Pandemic Studios -- http://www.pandemicstudios.com/ # NOT speaking for Pandemic Studios. "Care not what the neighbors # think. What are the facts, and to how many decimal places?" -R.A. Heinlein |
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#22
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| "Nathan Mates" <nathan@visi.com> wrote in message news:419abbb1$0$236$a1866201@visi.com... > In article <10pld9ef5j0jab3@news.supernews.com>, > John Roth <newsgroups@jhrothjr.com> wrote: >>I wouldn't be so sure about that. There's quite a bit of evidence >>that you can't work more than about six hours doing straight-out >>TDD and pairing. If you try to, you start making so many many >>mistakes from mental fatigue that it isn't worth it. > > There's quite a bit of evidence that there's a limit without > XP. Usually a bit higher (and depends on the person), but still under > the number of hours worked during crunch mode on games. Once you work > past a certain number of hours, productivity goes negative as you > have to spend time cleaning up after the mistakes of yesterday. > > You can argue this point till you're blue in the face. But, when > management doesn't care, then XP, non-XP, whatever you want to call > your development process is irrelevant. XP is *NOT* a silver bullet > for working sane hours. It's tangential to the real issue. In that sense, you're quite right. If you've got that issue, there are a number of formal studies (beginning with some at the US DoD) that demonstrate that error rates go sky high as fatigue sets in. The medical community doesn't seem to have learned this either, from how they schedule interns and residents. John Roth > > Nathan Mates > -- > <*> Nathan Mates - personal webpage http://www.visi.com/~nathan/ > # Programmer at Pandemic Studios -- http://www.pandemicstudios.com/ > # NOT speaking for Pandemic Studios. "Care not what the neighbors > # think. What are the facts, and to how many decimal places?" -R.A. > Heinlein |
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#23
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| Nathan Mates wrote: > There's quite a bit of evidence that there's a limit without > XP. Usually a bit higher (and depends on the person), but still under > the number of hours worked during crunch mode on games. Once you work > past a certain number of hours, productivity goes negative as you > have to spend time cleaning up after the mistakes of yesterday. > > You can argue this point till you're blue in the face. But, when > management doesn't care, then XP, non-XP, whatever you want to call > your development process is irrelevant. XP is *NOT* a silver bullet > for working sane hours. It's tangential to the real issue. Not working long hours is the silver bullet for working long hours. Studies (by game shops) have shown that if you actually track velocity, it does not go up as the hours get longer. I suggested "design code and finish one level at a time". I'm not sure, but I suspect games grow breadth-first. Just like working sane hours, there are people who will reject such radical ideas simply because they have never been done. Look to "lean hardware design", aka lean manufacturing. You delay decisions, and empower the workers who collected the raw data about things. -- Phlip http://industrialxp.org/community/bi...UserInterfaces |
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#24
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| Phlip <phlip_cpp@yahoo.com> loquated like no one had ever loquated before with: > Nathan Mates wrote: > >> Reading some of the recent postings, it seems that the sweatshop >> mentality at EA comes from a management attitude of "you will work >> long hours." [I can't comment on the validity of those assumptions, >> just presenting my limited understanding of them.] The number of >> hours worked seems to be irrelevant to XP-- it can be combined with >> few or many hours. A manager of a company using XP could very easily >> turn it into a sweatshop. Or, the employees could do it to >> themselves-- giving dirty looks to people who leave early. >> >> Don't use hours worked as a plus/minus for XP. It's tangential, >> and irrelevant. Silver bullets are usually tarnished. > > Suppose, instead of rescuing those meek programmers from their tyrant > bosses, or proving XP is good for everything, we instead set a goal of > "rapidly produce awesome games, and kick our competition's butt." > > How would you (plural) target that goal? You're missing Nathan's point Philip. If XP was a magic bullet, and you gave it to EA, they'd just double their game output and continue to work people into the ground. Hours are 'tangential' to software methodology in EA's case (copyright NM 2004) WTH |
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#25
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| WTH wrote: > > Suppose, instead of rescuing those meek programmers from their tyrant > > bosses, or proving XP is good for everything, we instead set a goal of > > "rapidly produce awesome games, and kick our competition's butt." > > > > How would you (plural) target that goal? > > You're missing Nathan's point Philip. If XP was a magic bullet, and you > gave it to EA, they'd just double their game output and continue to work > people into the ground. Hours are 'tangential' to software methodology in > EA's case (copyright NM 2004) Good management, in general, might help EA-style projects. Pure XP would help too - the practice called variously "40 hour weeks", "sustainable pace", and "energetic work" forbids chronic overtime. Whether or not XP is a magic bullet, if EA did XP with chronic overtime then it wouldn't be XP. However, some folks see "agile" or "XP", don't read any farther, and then assume someone thinks they have a magic bullet. I don't know about EA's management, but managers who can be helped are advised to read /Slack/ by Tom DeMarco. -- Phlip http://industrialxp.org/community/bi...UserInterfaces |
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#26
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| In article <7d209056.0411161204.2a46e653@posting.google.com >, plunket@gmail.com says... > Paul Sinnett responding to Phlip: > > > (A studio simultaneously shipping two games generates trade > > > literature headlines.) > > > > I'm not sure where you got this impression. It does happen. (And > > probably more than you realise precisely because it does not > > generate trade literature headlines when it does?) > > November 2004 issue of Game Developer. Oh please, that's an article submitted by the developer, not a news item. As Game Developer postmortems go, it's a particularly vacuous one, and reads mostly like an ad for the developer. (GD really needs to change the format of the postmortem articles -- many don't contain any interesting info at all. IMO.) Christer Ericson Sony Computer Entertainment, Santa Monica |
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#27
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| Nathan, > The number of hours worked seems to be irrelevant to XP -- it can > be combined with few or many hours. That's an odd statement. One of the very first things that attracted me to XP was its officially recommended practice "Sustainable Pace", which at the time was named "Forty Hour Week". It seemed good to me that the method, considered as a contract, should include such a provision. If I had at some point struck a bargain with my management that we were going to use XP, then there would be something in there to cover overtime. Unlike previous occasions, I would have an early line of defense before it came to "Work harder or we fire you." Since then, my position has shifted a bit - in all circumstances I make my own hours, as appropriate for the situation at hand - but being encouraged by XP to reason through the issue has been a valuable aid along the way. Laurent |
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#28
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| Phlip wrote: > What top three problems would you list? Be brutal - many shops > grow accustomed to some situations, just as ones eyes grow > accustomed to the dark. Okay, my top three would be: 1. Like the music and movie industry, it is now dominated by a few massive companies that routinely eat up independents or starve them out of existence by leaving little room for competition. 2. Again, like the big movie and music companies, what they produce is largely celebrity vehicles, licenses, sequels, and "me too"'s. And this tripe outsells vastly superior original games. 3. The people management is ridiculous. This means a low quality of life for developers and a high staff turnover. For huge companies this is increasingly unsustainable. (As EA is finding out.) |
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#29
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| Your responses here are very insightful. I'll just do a bit of nit picking. John Roth wrote: > I suspect that the norm is to use an existing engine to crank out > mid-level games quickly. It's only the real high end games where > the intention is to push the state of the art where you really > want to do wholesale revisions to existing engines. That was broadly correct a few years ago. However, as the gaming public started detecting this, game-o-matic engines started to decline. (At the same time, original games started re-using more from existing code.) Today, most games are built on at least some legacy code. Some of that evolved into middleware, some is still kept proprietary. I don't know of any recent games that where built from the ground up (although the ground is very well known at it probably wouldn't take so long if they did!) > I don't necessarilly think of this as bad. While I've heard of > XP teams that are larger than about a dozen people, the > "conventional wisdom" seems to put an upper limit on > an effective team that is somewhere around that point. > Beyond that, you need a strategy to coordinate multiple > teams, or operate in some other fashion. That's right. And in games they are usually divided by job category rather than along other lines. There are a number of reasons for this that have to do with the practicalities of making games; it's not an arbitrary decision and could not be split another way without addressing many of those issues. However, that's probably an article in itself. > IMO, crunch mode usually comes from not having a production > quality deployable at frequent intervals throughout the > development process. IME that's not the case. Even games teams that are crunching like mad still produce high quality builds from very early in the development, right up to the final master. In fact, the only thing that makes it the final master is that you've run out of time. > For me, the question simply comes down to: > > "Would you rather be able to ship a bug-free product that's > missing a couple of levels that you had on the storyboards > in time for Christmas, or would you rather ship the complete > game your designers had in mind and miss the Christmas > shopping window?" > > This is simply one of the basic XP questions, with the blanks > filled in from the game development lexicon. > > However, the question only makes sense if the process is > capable of producing that production quality deployable > every couple of weeks, with a new level or two, fixes > for previous levels from the play testers, game engine > enhancements and so forth. Broadly speaking, that is what happens. The game you buy in the shops at Christmas is indeed the planned game minus levels and so forth. If you've read the recent EA story, you'll know that it is fairly common for projects that are on time and within budget to be crunching like mad for the duration. It's not that they are trying to catch-up. It's that they are trying to cram in as much as possible. (The irony being, that by pacing them- selves, they'd probably get more done anyway!) > The basic issue is: which feedback loop needs tweaking? The > only way you tell that is to find the bottlenecks and work on > them. In this example, it sounds like gameplay engine change > requests weren't a bottleneck. > > On the other hand, they may well have been. I can very > easily envision a scenario where the engine people were > being burried under a load of change requests for constants > that didn't actually do anything. Externalizing that would > have removed the change request queue. Yes. The changes were becoming a bottleneck. Or at least, an annoyance. Once instant feedback was available - that is, you could make edits while playing the game - it was no longer a bottleneck. However, the paradox is that without the bottle- neck, there were no more changes. It reminds me of when I first tried to write using a WYSIWYG word processor. I wrote a heading and a couple of paragraphs, and then spent the next few hours fiddling with fonts and sizes and layout. Writing then became a constant struggle of resisting the temptation to fiddle. Now I don't bother. Most of what I write, I write in plain text. I'm guessing that my customer felt the same way. Once he had the ability to fiddle he realized that it just got in the way of doing any real work; and so stopped doing it. |
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#30
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| Your responses here are very insightful. I'll just do a bit of nit picking. John Roth wrote: > I suspect that the norm is to use an existing engine to crank out > mid-level games quickly. It's only the real high end games where > the intention is to push the state of the art where you really > want to do wholesale revisions to existing engines. That was broadly correct a few years ago. However, as the gaming public started detecting this, game-o-matic engines started to decline. (At the same time, original games started re-using more from existing code.) Today, most games are built on at least some legacy code. Some of that evolved into middleware, some is still kept proprietary. I don't know of any recent games that where built from the ground up (although the ground is very well known at it probably wouldn't take so long if they did!) > I don't necessarilly think of this as bad. While I've heard of > XP teams that are larger than about a dozen people, the > "conventional wisdom" seems to put an upper limit on > an effective team that is somewhere around that point. > Beyond that, you need a strategy to coordinate multiple > teams, or operate in some other fashion. That's right. And in games they are usually divided by job category rather than along other lines. There are a number of reasons for this that have to do with the practicalities of making games; it's not an arbitrary decision and could not be split another way without addressing many of those issues. However, that's probably an article in itself. > IMO, crunch mode usually comes from not having a production > quality deployable at frequent intervals throughout the > development process. IME that's not the case. Even games teams that are crunching like mad still produce high quality builds from very early in the development, right up to the final master. In fact, the only thing that makes it the final master is that you've run out of time. > For me, the question simply comes down to: > > "Would you rather be able to ship a bug-free product that's > missing a couple of levels that you had on the storyboards > in time for Christmas, or would you rather ship the complete > game your designers had in mind and miss the Christmas > shopping window?" > > This is simply one of the basic XP questions, with the blanks > filled in from the game development lexicon. > > However, the question only makes sense if the process is > capable of producing that production quality deployable > every couple of weeks, with a new level or two, fixes > for previous levels from the play testers, game engine > enhancements and so forth. Broadly speaking, that is what happens. The game you buy in the shops at Christmas is indeed the planned game minus levels and so forth. If you've read the recent EA story, you'll know that it is fairly common for projects that are on time and within budget to be crunching like mad for the duration. It's not that they are trying to catch-up. It's that they are trying to cram in as much as possible. (The irony being, that by pacing them- selves, they'd probably get more done anyway!) > The basic issue is: which feedback loop needs tweaking? The > only way you tell that is to find the bottlenecks and work on > them. In this example, it sounds like gameplay engine change > requests weren't a bottleneck. > > On the other hand, they may well have been. I can very > easily envision a scenario where the engine people were > being burried under a load of change requests for constants > that didn't actually do anything. Externalizing that would > have removed the change request queue. Yes. The changes were becoming a bottleneck. Or at least, an annoyance. Once instant feedback was available - that is, you could make edits while playing the game - it was no longer a bottleneck. However, the paradox is that without the bottle- neck, there were no more changes. It reminds me of when I first tried to write using a WYSIWYG word processor. I wrote a heading and a couple of paragraphs, and then spent the next few hours fiddling with fonts and sizes and layout. Writing then became a constant struggle of resisting the temptation to fiddle. Now I don't bother. Most of what I write, I write in plain text. I'm guessing that my customer felt the same way. Once he had the ability to fiddle he realized that it just got in the way of doing any real work; and so stopped doing it. |
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