I love that metaphor.
I love that metaphor.
If we deliver a broken product, than that is a failure to cut scope adequately. Do that once or twice and suffer through the consequences and you will learn not to let it happen again.
I just lived with a half-broken product for a year rather than deploy the more final full featured but less stable version multiple times from a vendor due to such deployment difficulty. I want quality and completeness over speed in that case.
If you violate a constraint, delivery fails. If you pass it, delivery does not necessarily succeed.
If you fail to meet a criterion, delivery might fail. If you successfully meet all criteria, this is the definition of successful delivery.
Different places may assign different meanings to those terms in project-management speak, but those are the ones I've heard the most.
And therein lies the conflict that this post doesn't really address or resolve: there's rarely a discernible difference in revenue between a high quality release and a buggy, low quality release, but the profit margin of the former can be (and often is) much lower. A great real world example of this is PUBG.
A wonderful insight, thanks.
I guess that hints in a direction where "both are Right". For the technical teams, it's self-explanatory that "one does not simply push out crap". On the other hand, the MBAs and finance hear engineering say the same thing about mostly everything, and double profit margin is double profit margin, so the incentive structures that encourage faster releases probably seem completely plausible to them.
Not that things are that clear and clean in real life. But having drifted from pure engineering to engineering management during the years, I feel more and more sympathy towards some of the challenges of the "ugly and evil business side" by the year. Also, nothing is as hard as communication. Except trying to communicate goals with broad incentive structures, I guess.
No, it also increases value to the customer, and therefore price. It also helps you stay ahead of the competition, also increasing price.
Can you elaborate on PUBG?
Not always. Look at the most recent OS releases. Windows 8 and 10 had terrible adoption rates because they actually deliver a negative value for most users compared to what they already own (windows 7).
> It also helps you stay ahead of the competition, also increasing price.
Again, not always, for the same reasons mentioned above.
> Can you elaborate on PUBG?
From a technical point of view, PUBG is a train wreck. They had budgeted a 1 year development cycle, which for an online 3d FPS is ridiculously short. I think they initially launched it after a year and a half of development. But, from a sales point of view, PUBG has been very profitable. People are playing it despite the networking problems and relatively bad graphics because it fills a niche that hasn't been addressed by other game companies in years. But, there was no guarantee it would have been a hit. The condensed timeline and less than stellar graphics was their way of keeping development costs low. If the game hadn't been an instant hit, they could have still made a profit.
> there's rarely a discernible difference in revenue between a high quality release and a buggy, low quality release, but the profit margin of the former can be (and often is) much lower.
I think you agree with the OP...
If you have a live game that you intend to last a long time, it’s extremely important to establish a reliable release cadence that the players can depend on.
Our company first released our game in 2012. After release we didn’t know how important this is. We just kinda made updates and released them when we finished them.
The player numbers never went above what we had at release. For a few years our numbers were pretty flat. We would have up releases and down releases but we never broke our initial numbers.
Then we changed to a cycle of having a release every 3 months.
This was a massive improvement. Most players won’t keep playing your game continuously forever, but if they always know that there will be a thing to come back for, and when that will be, they will stop playing before they are burned out with a plan to come back.
Suddenly our numbers grew with every release. Each 3 month cycle saw a large percentage increase over the previous one.
After a few years of that our game is massively larger than it was at release, and it’s still growing with each subsequent release.
I’m not saying that it’s okay to release a buggy game, you have to scope each release so that you can do it on time without being too buggy. What I am saying is that the release schedule is actually really really important.
One thing they didn't mention is that the regular release cycle lets you mess up and recover. For example, the Essence league(a 3 month batch of content) was underwhelming for most players. However, the Breach league following that regrew any goodwill that might've been lost.
You mean, the bug-laden beta build they pushed out before Christmas and are selling for full price? Yes, I'm sure they made plenty of money, but they also hurt their reputation.
-- Carl von Clausewitz (On War?)
I have, however, also encountered arbitrary deadlines that people hang onto for no good reason.