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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

Self Inflicted Wounds GDC Online 2010

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Slide deck used during the presentation entitled "Self Inflicted Wounds: When We Are Our Own Worst Enemy", presented at GDC Online, Oct 6th, in Austin, Texas, by Joshua Howard. Contact [email protected] for more information, or check out http://thereisnothem.wordpress.com for more from Joshua Howard.

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Self Inflicted Wounds

Self Inflicted Wounds:When We are Our Own Worst EnemyHow we make it harder than it has to be,even though we should know better.GDC OnlineOct 2010Joshua Howard{1

Incredible high conceptLarge talented teamSomething for everyoneImpossible to labelOps, CS, etc. all built outLots of anticipation2Common management and organizational failures that leaders talk themselves into accepting, which often end up negatively impacting your successmistakes 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 Wound3Most common self inflicted wounds

For each, why we let them happen

what to do should you be in the middle of it4About the Business

About the Team

About the GameMost Common Self Inflicted Wounds5No clear customerBuilding a game for everyone means you have no idea who its forart can be for its own sake, but commercial products need to have customersAbout the Business6Too much or too little planningExpecting very detailed documents and formal sign-offs to reduce the amount of unplanned change can stifle forward progressStaying busy is not the same as being productiveRushing into action without a clear plan is never good

About the Business7Poor communication channelsHow does one group know what the other groups do?Separation of responsibility can go too farLike building a neighborhood then wondering how to retrofit plumbing between the buildingsAbout the Team8No clear lines of responsibility/no one in chargeWho can make what decision about what areas?Everyone in the team should have the same answerToo many fiefdoms inevitably lead to the larger team not working towards the same thing

About the Team9Punishing bad newsCommunication is hard enough, but when bad news is punished it results in less communication overallAbout the Team10HostagesLetting anyone, even star talent, hold the team or business hostage may work in the short run, but will bite you in the long runAbout the Team11No clear visionCan everyone involved articulate the same vision?No single vision likely means you are not ready to start yet because the team doesnt know what they are building

About the Game12Fun will come later/the spark of fun is enoughBuild fun in early and improve it, dont hope it happens when everything comes together near the endTake the spark of fun and grow it intentionallyAbout the Game13Customers dont get itIf the customers dont get it its because you didnt help them get it, or what they didnt get is not worth gettingCustomer feedback is discarded too easilyAbout the Game14The obscure we see eventually. The completely obvious, it seems, takes longer.

Edward R. Murrow 15It happens all the time.How do we talk ourselves into being okay about any of these?{16No clear customerblue ocean strategysomething new, so it could appeal to everyoneToo much or too little planningdetailed docs with official signoff will make us successfulstart now or we miss our datestart now because we have a team ready to go (whether the project is ready or not)About the Business17Poor communication channelslet the team figure it outthe producers will handle thatNo clear lines of responsibility/no one in chargewe are all in charge, its a team effortlets not upset any of the senior teamwe are all smart peoplePunishing bad newsdont reward bad performance, make it clear when something is unacceptableHostagesthey are the only expert we have, we are in trouble if they walkcan be brilliant, even if no one likes working with themAbout the Team18No clear visionwe are trying something new thats hard to pin downits too big a project to have a single visionwe will find it along the waywe have a vision, we just cant put it into wordsFun will come later/the spark of fun is enoughits a complex game that only works when all the pieces are in placethe not great parts are tolerable because the good parts are so goodCustomers dont get itwe are trying something new so customers dont understand itcustomers understood when game X did it, so they will understand usthats already been fixedthats going to change anywayAbout the Game19So What Do I Do About It?Some successful strategies.{20No clear customerWork bottom up to decideToo much or too little planningTo start planning is to startInvolve all disciplines in planning, bottom upDont confuse sign-off with buy-inAbout the Business21No clear lines of responsibility/no one in chargeNominate from below and get group buy inTake the high road; be ready to bend the knee or leaveIntroduce RACI*Punishing bad newsReward communication around you, whether good news or notHave the courage to bring truth to power or accept complicity for failureHostagesPeer pressure to enforce acceptable social behaviorBe ready to leave

About the Team* See http://en.wikipedia.org/wiki/Responsibility_assignment_matrix for info22No clear visionStart locally and create a shared visionExpand those involved and tweak the vision to keep the larger group on the same pageStop expanding when the vision stops being useful to the day to day work you doFun will come later/the spark of fun is enoughGet clarification if Fun is the goal, and if so speak truth to powerCustomers dont get itAccept you dont understand the customer and until you do this wont changeListen to the feedback, dont just hear itAbout the Game23Dont wait for management to fix thingsThe project will be just as dead because you waited than because they didnt actYour job is to help the title ship, and sometimes that means drawing outside the linesDecide that something not being done right elsewhere wont keep you from doing it right locallyGet broad multi-discipline support and work bottom upFind what works for your team, then share it with other teams (share, not force)If they are not receptive of your effortsLearn how to disagree and commitOr consider joining a new organization that values you moreThemes2436 Classic Mistakes of software development, as presented in Rapid Development, by Steve McConnellHe 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 Developments Classic Mistakes 2008 white paper (available at www.construx.com)Not Just In Games25

Incredible high conceptLarge talented teamSomething for everyoneImpossible to labelOps, CS, etc. all built outLots of anticipationChased the spark of funToo high a burn rateNo clear customerNo clear visionToo many cooksToo long to build26Its 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 dont regret taking part in the adventure.- Luke Halliwell, RTW devClosing27Email me at [email protected] Check out more from me at: http://thereisnothem.wordpress.com

About Joshua