Archive for production

Apr 22

Tentonhammer did an article on Beta Testing’s Past, Present and Future last week and asked me for an opinion.  I mostly commented on the budgetary side of it, after being asked if I thought big betas were going away any time soon, with the questioner having noted the change of tenor of betas over the past few years — Away from gameplay/assumption testing, and how they’ve become more of pre-launch marketing events.

Clip from the article:

 For the AAA, eight- and nine- figure budget extravaganzas, big betas aren’t going away any time soon.  What companies get out of them has shifted over time, but they remain an important part of getting a game out the door.

As product cost and complexity have increased, the emphasis of beta has indeed shifted toward toward marketing and load testing both your gameplay and operational systems.  However, those are still critical activities in the high-budget, launch-big-or-die model.   (That model has many weaknesses, but that’s an entire topic in itself.)

The reason this happened is simple - It’s about the money.  Let’s say you’re a AAA game with 3-4 years of time and money invested, enough money to support a large team having worked on it for that long.  Games like this frequently need to go for years before enough pieces come together before you can start making decisions about what’s fun and what isn’t.

By the time beta begins, you’ve made decision after decision that have compounded on each other.  Your assumptions’ assumptions’ have assumptions about what your game is.  The whole product, systems, content, operations, marketing, PR, community ramp, you name it — is built upon them.  Changing core assumptions about the product itself is unlikely to be possible without significant delays, costing progressively more money per month.  (Remember, the months toward the end of the dev cycle are the most expensive ones by far.)

The game is, for the most part, what it is.  You’re capable of making shifts, but the more complex the game, the more minor the shifts you can make with any confidence.  If assumptions that you made years ago turn out to be wrong, you’re left to scramble, or in most cases, do your best to ameliorate the now-certain fallout.

If you haven’t verified your gameplay at the point of having a beta, you’ve already left your fate to chance.  (This is, of course, all presuming that your game has passed the technical bar in terms of stability, which is all too often not the case.  And, again, is another flaw with the launch-big-or-die model.)

As budgets go up and schedules get longer, the model is growing more and more analogous to movies.  If anything, people can see what goes on with blockbuster movie releases and draw certain comparisons.

No big beta?  With a quality product at this stage in the industry’s evolution the negatives almost never outweigh the positives.

Unlike movies, seldom are there a half dozen launches competing for attention in the same month, much less the same week, where movies might have some competitive advantage to keeping secrets this late in the game.  MMOs differ from movies in that they’re a long term time investment.  The pattern of hype generation is different.

The way MMOs are most similar to movies, exploding costs aside, is that if you don’t see an advance reviewer screening for a movie:  Something Has Gone Terribly Wrong.  Bad news is being kept out of the market in hopes of keeping day-one sales high.

The same can be said for lack of betas, repeatedly late betas, or overly-restrictive betas for MMOs.

The company knows that early sales are now where the bulk of the money is going to come from, instead of huge usage numbers over time, and it’s doing what it needs to — preserving those precious day one revenues, since it could well need that money to survive.

The biggest underlying assumption that’s changed over time, largely thanks to World of Warcraft is that the dominant thinking used to be that “Getting too many people in before launch is going to hurt sales and subscriptions.”

After all - People made characters, levelled them up, got some loot, had their fun…just to get wiped at the end of beta. “The more people we do that to, the less who’ll want to buy the game, then come back to start all over at launch” — right?

WoW proved this to be a fallacy.  For a good game, it turns out that there’s not just a higher tolerance for starting over than anyone imagined, but many people are actively interested in repeating their progress once a beta is over.  Counterintuitive at first, but it does make a lot of sense.  To a significant part of the core MMO audience…

Starting over feels like cheating.

One of the best things you can do in a game is to give people opportunities to feel like they’re cheating, or at least getting away with something, in a way that doesn’t make them feel guilty for doing it.  Feeling like you’re pulling one over on the system is a good motivator.

It’s smart of developers to give people “safe” ways to derive that feeling from playing the game.  Better they’re “cheating” by zooming through something they know than by becoming destructive cheaters - botters, hackers, and the like.

Given that, an outside observer can treat the size of the final beta as a referendum on the developer/publisher’s confidence in the game itself.  That’s what I meant in the clip above referring to movie analogies.

It’s not a 100% correlation - But in general, the bigger the beta, the more confidence.  The later and smaller the beta, the less confidence, and the higher internal pressure (usually driven by the cost) to get something, anything out the door, as a hail mary.

By now most of the core audience realizes…

The Miracle Patch doesn’t exist, and it never has.

Smart developers know that (enough of) their audience knows this, and are planning their beta’s progress accordingly.  If you’re operating in the launch-big-or-die model, and you put an un-fun or unstable beta out on promises of a future patch coming out to Make Everything Awesome, people will see right through it, and you’ve just shot yourself in the foot.

If developers are so smart, why do un-fun betas still happen?

This is a tangent I wasn’t planning on getting into.  Akil Hooper, who I worked with at SOE for a good many years, described one reason really well:

I think that one of the problems that MMOs have kind of inherent to the system is the length of development of tech. So many MMOs develop on new or untested/unproven tech that a lot of time and money is spent building a foundation that could very well be faulty.

By the time that beta comes around the meat and potatoes of the game hasn’t had enough time to marinate in the juices of fun, but the stock took so long to cool that you can’t throw it away. (Man, do I love metaphors)

Lots of non-MMO teams (maybe some MMO teams too for all I know) are working toward rapid iteration styles of development, instead of standard long pre-production and short final production cycles. This allows for them to taste the soup earlier and still have some time to change some of the basic flavors without ruining the broth too much.

Expressed another way, one of the biggest reasons for un-fun betas is that there’s traditionally been far too much effort required from many other people until “fun” is even able to be evaluated at its most basic level.

The classic problem is compounded by the fact that designers are forced to continue progressively building more and more (on paper) upon unproven hypotheses (also on paper), until they end up with a 1,000+ page document of “Here’s the game we’re going to make once the architecture is in place.”

The risk of potential wasted effort increases geometrically the longer it takes to get to iteration.

Looking at who’s doing what in making a game…

Artists - Get to do some useful concepting, color keys, planning, before their production and (hopefully) continuous iteration, unless they’re being asked to make far too many assets in too little time.  Most of their time spent is useful in the end.

Engineers - Also very likely that their earliest work will be useful, and will be the practical foundation for the product.  Ends up being what a lot of the iteration point depends on.

Designers - Get “the time at the end” to find out if anything they’ve been planning is useful, usable, or fun.  Frequently, “the end” is a fixed date on a calendar.  Not to understate, but: This is a problem.

Smart teams making games all over realize this and are doing everything they can to push the iteration start point as early as possible in a game’s development cycle.

We’ve still got some distance to go until we’re entirely out of the Bad Old Days, but as Akil points out, it is getting better.

Jul 11

What’s the greater sin?

Woke up to a few IM windows with links to the latest Warhammer news.  They’re trimming the launch feature set by a few classes and a number of cities.

http://www.mmorpg.com/gamelist.cfm?FEATURE=2041&GAME=239&PAGE=3&bhcp=1

http://www.massively.com/2008/07/11/mark-jacobs-announces-major-features-cut-from-warhammer-online/

This isn’t good news, of course, but it also isn’t a terrible thing.

Customers are orders of magnitude more forgiving about absent than they are about suck.

Jul 10

Subscription MMO Math Made Easy

In surfing over lunch, this one struck me as inadvertently hilarious.  (With all due apologies to Mr. Warner and Mr. Stropp, as this is both unfair and taken out of context.)  Emphasis is mine.

Source

Stropp, an MMOG blogger, remains optimistic in his post entitled Why Age of Conan Will Succeed and points out all the advantages that Age of Conan and Funcom possess. While Stropp did cancel his Age of Conan account he believes the game will not die anytime soon and projects long-term success.

There aren’t many completely black-and-white issues in MMOs.  This, however, is one them.

A pessimistic subscriber is worth infinitely more than an optimistic cancellation.

On the customer end, it’s called “voting with your wallet.”   On the development end, it’s called “focusing on what people do, more than what they say.”

May 26

Project Management

In the process of getting from A to B, no matter how brilliant, insightful, or experienced you are:

  • Netted out across all tasks, everything takes at least twice as long as anyone thought it would.
  • You didn’t think of half the things you’re actually going to need to get done to get to the finish line.
  • Whether you succeed or fail will depend in large part on how much breathing room you are able to give yourself to deal with this along the way, and your judgment how to best use that time as new situations evolve.
Dec 06

Note to self…

To paraphrase a smart guy named Jake Smith:

“The act of moving files from Point A to Point B, where Point B is your live environment, is a process that merits being QA’ed all on its own. Twice.”

Downsides:

  • If you’ve set up your environments in a way where this is as hands-off, just-push-a-button as it can possibly be, this can still result in an hour or four of extra time spent for every single update.
  • Maintaining a dedicated environment in which to do this redundantly costs money in hardware, and in people’s time, in perpetuity.
  • Those hours are frequently very boring for everyone involved.
  • It’s very seldom that anything actually goes wrong.
  • The temptation to skip doing it can be unbearable when you’ve promised that your game will be available at a certain time. Especially when you easily can do the math in your head and know that doing this will push you past that time. No one wants to disappoint their customers by being late.

Upside:

  • This doesn’t happen.

I have no idea if this is actually what happened in this situation, but this is another one of those pieces of information that I’d like to make sure I never forget about.

My sympathies to the folks on both sides of it here. Good luck in getting it all worked out.

- Scott

Oct 11

MMOs are bigger than you think

A comment was raised on f13.net yesterday that I see a lot every time an MMO doesn’t make it all the way out the door. Emphasis is mine on the parts that caught my attention:

True, but I have to think that someone has managed to get people to collaborate in other venues… and so we are not talking about creating something completely new here. I am just having a hard time figuring out why skilled people (I assume some of the people making MMOs actually have the skill to work on other types of projects and just Chose an MMO) given a LOT of money (yea I still see 10’s of millions as a lot) cannot get through a successful design/production phase. It seems that there is something inherent in the MMO beast itself that kills the process.

There definitely is. And it’s a lot more than a single “something.” Some of the issues have to do with MMOs in particular, and others are compounded by the types of people who are most likely to attempt to develop them. Generally very sharp and motivated people.

My reply clipped from the same thread:

(Disclaimers: Personal opinions here only, unrelated to SOE. I haven’t even remotely been involved with G&H or Perpetual in any capacity and don’t know a thing about their game. My comments are speaking entirely in generalities. Dealerships negotiate their own prices. Beware of falling rock.)

A few observations from past MMOs:

#1: MMOs are still really young. To a lot of the people working on them, it very much is creating something entirely new. Compare to movies or single player games, for instance. It’s less of a challenge to staff those types of projects up with people who’ve worked on them before, in all of the right positions. Doing the same on a high-budget MMO remains next to impossible.

I don’t mean “key management” or “leads” like you see in studio announcements and press releases all the time. I mean everyone other than a small number of entry-level folks. Until you’ve done it once, you have no idea what you’re getting yourself into.

I don’t know of a single high-budget MMO that’s been staffed with that kind of experience throughout, simply because those people just plain don’t exist yet in sufficient numbers. We’re just now at the point where it’s starting to become possible to build teams like that.

Just a guess, but I’m betting that you don’t hear from the $100m movie set: “Yeah, Bob the Key Grip has done this once before, and he picked out some really sharp guys from a construction site downtown to do the rest. He’ll teach ‘em what to do.”

Leading to…

#2: The things that make for a great demo and pitch that get you funding, publishing deals, et al, are a much smaller part of making a great MMO than they are of making any other kind of game, and it’s easy to lose sight of that.

This is painful for MMOs in particular because of the unique (huge) number of critical, non-sexy things that you have to succeed at, where failing at any one of them can entirely sink your game:

- Pipelines
- Tools
- Infrastructure
- Stability (again, doubling the work - the client and all the servers)
- Scalability
- Stability
- Security (added this in for the blog post - Can’t trust that client)
- Performance (optimize both that client and all those server processes)
- Oh, and..Stability

In any development effort that has a finite set of resources ($$$ + time), the more you invest in the flash elements, the less you can invest in the far less sexy parts. (Core files aren’t sexy.)

Which, in turn, leads to…

#3: Wild misscoping. It’s a common newbie (and overly-optimistic-veteran) mistake to scope far too optimistically, as the schedules end up based mostly on the flash elements and end user features.

If a person is new at making one of these (especially noted with people from non-MMO games backgrounds), they tend to be more likely to focus on scoping dev time out with more of an emphasis on the visible features than the budget will end up allowing, and not enough on the critical, non-visible features. Those, coincidentally, end up taking far longer than anyone ever predicts.

The team who scopes 80% of their time on the visible features and 20% on the rest is going to make a far different game than the one who scopes 25% features, 25% tools/pipelines, and 50% stability/scalability/infrastructure.

If your timeline has some elasticity, you can make up for misscoping by stretching the schedule, and still go on to make a great game. If you can’t, Bad Things happen.

There are plenty more things that go wrong, and from all different angles, but from the production “why can’t people seem to get these out the door?” angle, these are the ones that’ve been the first to jump out at me.

As for the things that go wrong from the other angles? Now that’s a subject for another post entirely.