EA Artist, Soon To Be Laid Off, Burns EA Management, Discusses Failed MMO
gamerevolution.com
gamerevolution.com
There was a design department consisting of 10 people, 4 working on environment and level design, 6 working on quests, the magic system, and general game mechanics. There were 10 artists, 4 animators, and 13 programmers.
You'd think we would get somewhere with such a large team, but we didn't other than developing the underlying tech. The main reason the game design didn't progress was a second design team led by Paul Barnett was sitting in the office above us coming up with another vision for WHO without any interaction between the 2 departments other than meeting with the lead designer occasionally.
When the news came of Climax stopping development of the game it was not surprising to most people working on the title. You could see it coming for months before it happened. It looks as though that continued at Mythic although they did at least manage to ship.
I left a few months before the announcement was made and ended up having two exit interviews. The first was a standard set of questions given by the studio's human resources deaprtment. The second was with a representative of Games Workshop looking for answers as to why development was not progressing as they had hoped. They were in the dark about what was happening with their IP and wanted answers.
Reminds me about a story about JK Rowling during the early negotiations with Warner Bros about the Harry Potter films. They all sat down and Warners came up with a list of things that they said they were going to chang. JK Rowling stood up, wished them good luck and went to leave. They asked where she was going and she simply replied that they obviously had very clear ideas they wished to follow and that was fine, just not with her characters or books.
Now you can argue that she was being precious, awkward or whatever (I was going to write unrealistic but as she got her way she was being perfectly realistic it would appear) but whatever else she was doing, she was managing her IP in a way many others could learn from.
Obviously it helps with negotiations when you're holding all the cards as she was - owned what looks like it will be the most valuable franchise in film history, undoubtedly had competitors queuing round the block, didn't need the money...
The problem with having politicals in senior positions is that they will, by their nature, happily abandon honesty + humility - the two most important qualities required by devs/management for any software project to even have a chance of something approaching sane completion.
Unfortunately politics and honesty/humility are not compatible.
Luckily there are companies out there that 'get it', but depressingly few.
This is a problem having politicals in any position of power what so ever.
"Oh, the wizards burned through another $300,000 last month. Well, who knows what those wizards do. Tell them to get the payroll system ready by next month, OK?"
I don't have much faith in most Enterprisey teams to ship good software even if they have a thorough concrete spec. We love to blame changing / incomplete specs, but I'd imagine that most dysfunctional teams would manage to bone up a perfect spec anyway.
http://i2.photobucket.com/albums/y17/jamesinclair/IMG_6378.j...
A huge hole in the middle of Boston's Downtown Crossing shopping district.
The historic Filene's department store building was torn out, to be replaced with a 38 story tower. Funding evaporated. The project stalled in November of 2008.
The software entity is constantly subject to pressures for
change. Of course, so are buildings, cars, computers. But
manufactured things are infrequently changed after
manufacture; they are superseded by later models, or
essential changes are incorporated into
copies of the same basic design. Callbacks
of automobiles are ready quite infrequent; field changes of
computers somewhat less so. Both are much less frequent than
modifications to fielded software.
In part, this is so because the software of a system
embodies its function, and the function is the part that
most feels the pressures of change. In part it is because
software can be changed more easily--it is pure thought-
stuff, infinitely malleable.
- Fred Brooks, No Silver BulletI sure hope nobody deletes files after stopping work on a project. What a waste. Storage is so incredibly cheap...
Part of the problem is that "release early, release often" is hard to do when it comes to entertainment products. MMOs & social games are starting to change that, but nothing close to the sort of pivoting you can do with, say, a productivity web app.
Nope, but if we were working on games, we would care then.
silverbax88 interpreted my
"I don't know about the enterprise area"
to mean
"Yes, everyone who works on software for any company other than gaming doesn't "really care" at all"
And I'm the one jumping to conclusions?
All I know is I've yet to meet someone in gamedev who doesn't care about the product they're working on. Probably because the pay is much lower for the same level of skill as elsewhere, so you won't find anyone doing it for the money. Have I met software developers in other areas who don't give a crap? Lots. Have I met ones who care? Also lots. None of this contradicts anything I've said.
I read it as a strategy for firewalling off a section of the organisation from the useless people, which enables you do enjoy your work.
Firstly, money isn't everything for most people. Enterprise work can be interesting and rewarding, because you deal with problems that are quite different to the consumer space. If you can escape the toxic situations somehow, that is enough for many people
Secondly, enterprise work can be rewarding financially. Contract rates of $70-$150/hour mean that you make pretty decent money very reliably. Those rates let you hire pretty talented people, and if you can firewall them off from the wider issues in the company you can do pretty good work.
My country is poor and lots of developers work in outsourcing firms from the first world. The funny thing is that a friend of mine does class assignments for kids in American universities, perpetuating the cycle of outsourcing need.
I see MBA students who would happily outsource their work and have no moral qualms about it. They will turn around and work for companies where they will outsource work because they are only thing about 1 thing - cost.
My wife's company is in the process of outsourcing their financial work. Utter failure. I can't even describe what a fucked up process it is with internal financial work being done in 2-3 developing countries. But why outsource it? So managers can cut costs enough to get their quarterly bonuses.
Replace "outsource" with "computerize" and you have a common complaint from 15 years ago, made by people ignorant to the possibilities of computers.
Outsourcing is not a silver bullet, and it's not easy. Does that mean that outsourcing is always a bad idea, and only ever decided by stupid managers? Of course not. Just like the fact that many software projects are failures doesn't make software a bad idea.
In my experience, this is passing the buck. Culture is not something dictated by management. Culture is something that every person in an organization takes part in. Anyone can change it any time they like. It just takes a little brass. Shutting up and doing what you're told is not good enough. I've seen it happen in most of the failed startups I've worked for (3-4). When people relinquish responsibility for the well-being of the company and the culture, everyone is the worse for it. It often takes hard work to have your voice heard.
I'm going through this now with a company I just joined that has kludged their codebase into a massive steaming pile of untestable horse shit. There's tons of bugs and development moves crazy slow. The tech lead/architect hasn't really done any architecture beside accepting product's piecemeal direction and submitting to design by accretion. I don't plan to accept things as they are and just keep my head down. I plan to make a difference.
Most people are more afraid of what they might become than what they might fail to become. Never back down.
I agree that corporate culture is dynamic and that you can make a difference, but you need to find if there is a group of people that is willing to change. Then you need to understand and put in concrete terms the vision that the group already have but does not quite understands. If there is not vision, the only option is to move on.
I could understand faulting Evans for not pushing back and saying "We can't release this, it it's not ready" But it's hard to see how inducing more people to experience a lousy product would have helped, given that the business case presumably lives or dies on recurring revenue.
Once you lose the player base it's a real uphill battle to retain them, if Age of Conan released in it's current state it would be a different story for them, would have kept a lot more people initially.
MMOs are a killer market. That's probably why it cost Bioware 300 million to get their MMO out.
This is basically what Minecraft is doing - the game is entertaining now, but it's also got INSANE potential. So it's absolutely worth plopping $13 down on. Notch made $3 million or whatever (enough to fund game development) on the alpha sales. Of course, he may have trouble making money post-release if he can't charge the people who bought Alpha for the full version and if most of his potential audience buy Alpha or Beta.
Torchlight had the right idea, I think - create a fun initial product, and use the income from that to fund your more expensive V 2.0 that has a subscription model.
What would it be like if they had a completely open beta from the point that there was a playable client and gave long term testers access to end-game prestige content on official Day-1, or a free year of game time, or something else?
Over 250 people were laid off, including those working on a different game.
In respect to the RTW failure, senior dev Luke has a series of articles which explain it much more eloquently (and kindly) than I ever could.
http://lukehalliwell.wordpress.com/2010/09/15/where-realtime...
http://video.google.com/videoplay?docid=-1012096952890708986...
Caveat: Unless you think you can sneak out a Diablo game before Diablo 3 comes out. (Nice one, Torchlight)
http://www.guildwars.com/events/tradeshows/gc2007/gcspeech.p...
It will be interesting to see how much of his own advice he managed to follow.
It's unfortunate when developers are forced to release something that they feel isn't ready.
Poorly built, buggy, and not fun, unless waiting for an hour next to the mail box to get your mail is your definition of fun. The in-game bug report tool, which we were urged as beta testers to use to write bug reports along with steps to reproduce was limited to <256 characters! When I reported that as a bug, I was told it wasn't a bug.
But, I think it is wrong to put all the blame for the outcome on EA's execution. I think an additional problem is that Warhammer really wasn't that great an IP. Warhammer is a very dark place and an ugly place. I don't think that is what most people want in a fantasy world. That doesn't mean there wasn't a niche for Warhammer, but it's a smaller niche, and if you also alienate people with poor execution, maybe too small a niche for an MMO to be successful.
However, despite their size, large companies do generally seem to be quite uniform in their culture.
They deliver code because the number of glory-seekers is basically infinite. They can afford to burn people out and abuse them to no end because there are a hojillion more lined up outside the door, just begging for someone to get burned out and leave so they can get in. I also knew some testers, and heard about the horrific hours that they voluntarily put themselves through on the vague promises by management that exemplary performance in testing could be a path to development. This rarely actually happened, but it happened enough that the testers would basically pummel themselves with work for that off chance.
At this point I'm unconvinced that the majority of CS grads will realize what a shithole the games industry is in terms of sane employment. It seems to take some first-hand experience (I've also known people who interned with EA and then ran away screaming) for people to realize that making games is a completely different beast than playing them.
His reply - "I don't care. I'll do whatever it takes."
I'm not into gaming so I don't really understand the drive. It seems to be very similar to the entertainment industry, except that employed game developers will never achieve the fame or riches of a well known actor or producer.
I'm all for being passionate about what you do as long as you know your value and don't let other people take advantage of it.
Not quite as famous and rich, but I think the top-level game designers are famous and rich enough, especially famous among the audience the would-be developers themselves are part of, to provide the motivation. Many people really want to be the next Will Wright, Peter Molyneux, John Carmack, Sid Meier, etc., even if that isn't quite the same level of fame as being the next Arnold Schwarzenegger. The bigger problem is that the odds of becoming the next any of those are really low (and nobody new has managed to claw up into that list in >10 years).
* is Evony a clone of some other web game? I'm not familiar with the genre.
Evony also ripped a lot of art out of the first half of the Age of Empires series. I don't know how they haven't been sued.
And I believe the Ultima game is Lord of Ultima [.com]? Played it for a bit, was an ok timesink but eventually I grew out of it since I mostly used it as a Sim City type game.
1 job I had, the company could not realize that monitors are important for developers.
The next job all managers from every department pointed fingers at other managers until the entire company went bankrupt. They had the best product on the market and the only reason why it would not sell insanely would have to be due to the sales team. They instead did not dogfood and paid a heavy price, when they tried to dogfood they realized too late that everyone is incompetent.
And now I have a very high-up manager shooting himself in the foot with a shotgun.