Large Dev Teams Do Not Make For Quick Dev Cycles
Josh Bennett writes "1UP has a recent interview with Splinter Cell Chaos Theory Producer Mathieu Ferland where he talks about the difficulties in developing the game. In the article, Ferland said there are 120 people working on the game. That's not unheard of for a big budget EA game, but those games come out every year and the new Splinter Cell is taking more than two years at this point. Interesting read."
It's not exactly an unheard of concept. Sheesh.
...it's called Splinter Cell Chaos Theory?
Justice is the sheep getting arrested while an impartial judge declares the vote void.
You can't build a house in a week no matter how many men you throw on it. After a point, your returns diminish.
b) The blurb has next to nothing to do with the article
for something like 25 years, and people are just now figuring this out?
Technoli
In any group, the number of communication paths is
Obviously, the larger the group, the more communications events that it will require to get the job done, but it is not O(n).A team of two developers only has 1 communication path.
A team of 10 has 45.
A team of 20 has 100.
News for social misfits, stuff that is glaringly obvious.
Yeah, right.
could it be, that adding programmers is a lot like adding processors.. doubling doesn't quite result in 200%, as more and more resources go towards coordination?
btw, the article SUCKED, i went in expecting to read even just a little bit about large-scale-development and all i got was a crappy 2-page splinter-cell advertizement. that and firefox asked to install 2 different plugins so i can better experience further, flashy-er advertizements on my plain-text advertiziment.
Sounds like some more people should read Brooks' Mythical Man Month. There's a reason this 40-year-old book still inhabits my bookshelf at work.
'Course, from how EA seems to treat their programmers, it sounds like they're not really considering any human aspects of the cycle, so I suppose this is not surprising.
Slashdot reviewed Fred Brook's classic The Mythical Man Month way back in 1998. This book was actually written in 1975 based on is experience in the 1960's ... so while the /. review is 6 years old, it still holds true today and applies in this situation IMHO ...
Hulk SMASH Celiac Disease
With a recently announced delay pushing the release to March, a staff of roughly 120 people, and the development cycle pushing past the two year barrier, Splinter Cell Chaos Theory isn't exactly being pieced together by two kids in a garage. But according to the game's Producer, Mathieu Ferland, that doesn't mean it's been an easy game to make. We recently sat down with Ferland to find out about the development, what got left on the cutting room floor, and the possibility of a spin-off multiplayer game down the road.
...
Much of that technology research has been aimed at overhauling the game's graphics engine. Though the previous two Splinter Cell games received praise for their graphics, the developers decided to use new normal mapping techniques to create shinier surfaces and add detail in the backgrounds. But according to Ferland, this technology wasn't as easy to implement as the team hoped. "The biggest surprise [in developing the game] was the management of the data," he says. "The integration of normal mapping and shaders changed the whole pipeline for development, and it's been much more complex than what we expected originally. A lot of people say, 'Oh yeah, we've got normal mapping in our game and blah blah blah.' Wow, hold on -- if you're adding a layer of shaders and all this, and you want it to be consistent in a realistic world, it's very, very complex. This is one of the reasons why there were 60 people working on Splinter Cell 1 and 120 working on Splinter Cell 3."
Okay, let's see here.. we have..
I assume they started with 60 people, hit technical difficulties, then increased to 120 people. So what?
I just won't support a tyrannical company who uses their employees like a pirate ship used pirates. Go steal the treasure (Do all the work, get killed), sail the high seas (get scurvy, die), and when the treasure is buried you all get disposed of because you aren't needed anymore. EA worked them to the bone, disregarded their families, and probably gave them various mind sicknesses from lack of sleep. I hope the ex-workers in the class action lawsuit take EA for all they can.
Wasn't Ion Storm already testament to this fact? If memory serves, the Daikatana team was large, and everyone knows that game's saga.
Battleship not as nimble as speedboat, say boffins.
Literalism isn't a form of humor, it's you being irritating.
Maybe the develpment team has been worked to the bone and they're just not as productive as when say they get sleep. If you don't know what I'm talking about, read the previous and more recent articles on working conditions for EA. I'm starting to think EA really stands for "Everybody takes it up the Ass"!
snatch the pebble from my hand grasshopper........
too many cooks spoil the broth... maybe ID could tell you about it
Business Voyeur
From the Tao of Programming (http://www.canonical.org/~kragen/tao-of-programmi ng.html):
A manager went to the master programmer and showed him the requirements document for a new application. The manager asked the master: ``How long will it take to design this system if I assign five programmers to it?''
``It will take one year,'' said the master promptly.
``But we need this system immediately or even sooner! How long will it take if I assign ten programmers to it?''
The master programmer frowned. ``In that case, it will take two years.''
``And what if I assign a hundred programmers to it?''
The master programmer shrugged. ``Then the design will never be completed,'' he said.
ON DELETE CASCADE
That all of them aren't coders.
120 people seems to include all the artists and map designers as well.
Art works a lot more smoothly than coding when you have a large number of people.
Large herd of buffaloes takes more time to cross river than small herd..
No real or imagined similarity between programmers and buffaloes is implied.
In this world nothing is certain but death, taxes and flawed car analogies.
YNSA == Yeah, no shit, asshole
pooptruck