Using Agile Methodologies To Make Games?
simoniker writes "Using Agile methodologies for programming is a concept that's been around for a while now, but some firms are now applying the concept to video game development." There has been a lot of talk lately about what the 'next big thing' in development will be. Could this be it? Or is this just another step along the way? From the article: "Agile puts the emphasis on producing demonstrable iterations of a game almost immediately into production, creating prioritized vertical slices that iterate on the most critical elements and features. The method also puts great emphasis on the organization of teams and the relationships therein, as well as the cycles in which teams must plan and carry out their project objectives."
And so started a cycle of hatred towards methodologies about how to be productive in application development.
To me, the wild wild web is still here. I still get my kicks from coding without set in stone documentation and I still hate schedules.
I've always had the view that every project was a wild animal. Worse yet, it's a wild animal in sheep's clothing. And you approach the sheep with a shepherd's hook. When the veil is lifted and you see man eating marsupial with alligator teeth and a scorpion's tail, you have no choice but to throw the shepherd's hook at them and give it all you've got.
And this is how I approach managing a development project. You remember prior projects and throw together a bag of tools that have worked before and then you set to taming the beast. If you tell yourself "Waterfall works every time" then you're just going to find yourself with a shepherd's hook facing a lion or a bear.
Instead, you learn to adapt to every situation and that's the important thing. The rules are few and loose. The customer has the power to destroy everything and you have to deal with it. The best development is done on the fly with just enough documentation to convey the big idea of what's going on and keep everyone on that page. Given real life schedules and timed deadlines, there is such a thing as too much documentation.
Agile development is better in that it allows you more play and doesn't inhibit spur of the moment innovation. I think some of my most demoralizing moments have been when I realized some great new possibility for a project only to have my manager tell me that so much documentation would have to change that "maybe we'll put that in next year's scope." I find this to be ridiculous.
What was happening was people were starting to assume that waterfall was the silver bullet for project management. "What kind of project is it?" "I don't care, we're using the waterfall." And the big problem is that the waterfall is only considered 'adaptable' if you're ok with reworking everything from step one. Is this really necessary for every project though?
Another new thing we have these days is a "framework" that fits a specific type of problem well. You can throw these together on the fly and have very little documentation because the framework provides a well known implementation strategy (see Spring's MVC).
It is my opinion that using an incremental deliverable approach with frequent customer meetings and executive power at any point in the project is the most successful strategy. The "rules" you have to adhere to are up to you and should be purely a case by case basis.
Why do we constantly look for the "next big thing" when the "big thing" is simply experience?
My work here is dung.
because of the iterative process of Scrum and the short work cycles of Sprints, redirecting a project rarely results in large volumes of wasted work.
... cause that last pair of words ... wasted work ... seems to hit my teams especially hard quite often right now. We'll finish LARGE tasks, perhaps bundle multiple items together into one large release (cause this is how management wants it) ... and by the time it gets to UAT testing many development hours have been spent ... and then the UAT tester will turn around and say ... nope ... don't need/want that ... and thus all those development hours are wasted. I'd love to get a workflow like SCRUM implemented in my workplace.
I like this
I doubt it. Smart dev teams have been using iterative development cycles and keeping their code tidy since a long time before anyone coined the buzzphrase "agile" (or using SillyCapitalLetters and calling things "extreme", or any of the other hype we've put up with lately).
If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
My current project is using Agile methodology for development. It's great when you don't have full requirements at the beginning of the project. It would be interesting to apply this to games, and really makes sense. It seems like this would be much more organic approach and I could see it really useful in large games such as WoW where you can develop different areas while in production. A successful choice of methodology really depends on your project and what would be best for the team. Your choice of a methodology isn't a silver bullet to a successful project.
"creating prioritized vertical slices that iterate on the most critical elements and features"
Can someone tell me what this means?
Computers are useless. They can only give you answers.
-- Pablo Picasso
Any time you see someone interviewed about game development on the web or in a magazine chances are pretty good that the reason that person has the time to waste is they aren't valuable enough to be busy doing actual work on game development.
You see them in the lunch room, outside with the smokers, hanging around in the halls of the building. Always talking about stuff with lots of buzz words, like say 'agile' for example, all sorts of very advanced sounding tech almost all of which they know very little about and rarely have had any real world experience with.
If you are reading about game development on the Net you are most likely doing more harm than good to your understanding of the topic.
Agile development with C++? Sure, it can be done. But one of the nice features of that language is its ability to model the application domain using Classes, Objects, Inheritance. If you don't take the time to model the problem correctly, you can painfully pay for it later on. Sometimes you get faster development times if you actually take a day or a week and model your problem so that it captures the essense of what you are trying to solve using objects, etc.
An iterative approach where you use a greedy method of implementing each new feature as quickly as possible with little insight into the overall system may or may not produce optimal results. It can lead to lots of spaghetti code. Or maybe not. Certainly in my career that approach sometimes *has* led to cleverer solutions as I was forced to think up the best, simplest way to imlement them. But often it can lead to massive amounts of spaghetti code that doesn't make much sense or capture any insights into the problem.
But can I synergize with my results-driven knowledge base while partnering with self-managed teams, increasing single-source responsibility while undergoing a complete paradigm shift?
I didn't think so.
Working at a major game company, here's what happened when someone here raised XP:
The guy who suggested it, "It's an itterative development model. We identify core features, develop those features, refine those features with the customer, then add the next layer, repeating as we go. We gain much better code as every component meets the customer's need as it is developed, challenging the customer to think about it in context, and allowing us to add additional itterations if needed."
Management, "So, we can identify additional features throughout development?"
"Absolutely. You just have to assign additional resources (time/people) to account for those extra features. But, by identifying them as they come up, you end up with a much better system that really does everything right."
Over the next few months, features kept getting added, developers dutifully updated schedules. All was happy. Followed by...
Management, "This was supposed to ship before thanksgiving. It's now slated to ship in the new year. We'll entirely miss the holiday season."
Rapidly realizing his mistake for suggesting it guy, "Yes. But you kept coming up with new features. And they are great new features. Think how much better the product is for it."
"If we miss the holiday season market, we lose money. This has to ship 'on time'."
"But on time is a function of how much you add. We're developing everything to schedule. You've just increased the features so increased the schedule."
"The schedule can't move."
"So you'll have to lose some of the remaining itteration milestones. You'll have to drop features."
"But we like all the features we've come up with."
"But adding features adds time. You've known that since the beginning."
"We've known this has to ship for the holiday season and you promised us we could have extra features. You're just going to have to work more overtime. Fortunately you're overtime exempt so that won't cost us anything to get this project back on schedule."
"It is on schedule. You just changed the schedule by adding features that were identified along the way."
"You told us your wonderful "XP" model would let us do that. We gave you the chance to try this new method under the understanding we got these benefits."
"And you do."
"Good. Then make your schedule."
"We are mak-"
"No arguments. This discussion is over. You promised you could deliver the extra features. You're now behind schedule for the holiday season. You're just going to have to crunch. End of discussion."
Yeah, thanks XP.
Never, ever, raise exciting new methodologies to management. They will hear all of the advantages and expect every last one of them as though it was the perfect implementation of the method whilst completely failing to hear (and certainly refusing to act on or implement if they do hear) any of the trade-offs that have to be made to enable those gains.
Sounds like more touchy feely mumbo jumbo to me. Coffee, red eyes, bad breath, late nights, divorce... that's how software gets done dammit..
We're using them where I work. They cause a huge mess in communication and a lot of grief for the developers. It also allows the designers to change their minds on a whim - which means that the project keeps stalling.
SCRUM doesn't keep a history, so you have no way of checking to see if your estimates are historically too high, too low, or all of the above, and so there's no way to see if you're going to hit things on time.
There is no magic bullet. And when you've got a lot of people who need to keep working together, agile methods are useless. It's great for small groups (3-4 people), but don't bother if you've got 150 people, all with complex interdependencies. You just end up with blockage soup, and people getting pissed off.
That said, I've found the hardest part of the process to be finding a client who is willing to put up with the constant back-&-forth and interminable beta testing. Customers generally just want to tell you what they want, go away and then have you magically deduce what they actually need, and can be irritable when you tell them you really can't do that because ... you know ... agile!
there is no need to sign your posts. this isn't usenet. your username is right there above your post. stop it.
Tragically, I couldn't RTFA because of th excessive market speak.
In order to energize the evolution of computer games we need to synergize on the vertical slies... WTF?
I guess people forgot to mention that writing computer games rates up there with writing operating systems in complexity...
Yes Francis, the world has gone crazy.
When I was in the game industry, this was how we always did it, even EA does it to an extent. Why? Because the publishers want results. Usually every month or you won't get paid. So as a result we had incremental releases with more and more features added in, and as a bonus, sometimes working. X-D
P.S. With few exceptions, most game teams do NOT have specs or docs. If they're lucky, they have concept art and some clue what the game is supposed to be. I remember having to code up front-end screens and the artist & I had to figure out what they were supposed to do because the game designer was still writing the specs for the screen we finished last week.
The bitter lessons of a veteran coder: http://bitterprogrammer.blogspot.com
30 days is fast? I wish I had 30 whole days to do my projects!
I love iterative development, but scrum didn't impress me much when I was involved with it. Perhaps that was just due to the management that implemented it. We went from logging bugs and tasks in bugzilla to writing them on index cards (do I really need to point out to computer people how stupid that is?), and trying to plan projects on these obscure, poorly implemented planning tools.
Iterative development is great, but scrum strikes me as nothing more than another useless management fad.
This is just an issue with management, though. A good manager will trust his engineers (or fire them and replace them with trustworthy alternatives). The manager's job is to set the direction of the project, get the engineers what they need to steer in that direction, and then get out of the way as much as possible and as quickly as possible.
It's staggering how many managers don't realise this, and hamstring their dev teams with their personal, half-baked, technically-incompetent ideas and/or with excessive procedures and beaucratic reporting because the manager "has to know what's going on". Of course he does, up to a point, but what exactly is he going to do if a developer does tell him that a bug fix was delayed by a day because {$TECHNOBABBLE}? If he's not going to act on some information, he doesn't need to know it, and requiring developers to take time out of their day to "keep the manager in the loop" more than necessary just disrupts development.
If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
With games it is UNBELIEVABLY difficult to write unit tests that effectively catch problems. With animation, physics, AI, the built in randomness with the game, the human interaction, etc. it's unbelievably difficult to write unit tests that can get the job done.
It's easy to write a unit test that says, "When I shoot a dude with this gun, make sure his health goes down by 50". But it's an entirely different thing to say something like, "Make sure that when a battle is going on nobody gets caught up on geometry and can't path to their movement goal."
Sure it's possible to write small little unit tests that make sure a dude can get from point A to point B, and that this guy knows how to path around a dynamic object if a crate falls in his way, but this isn't something you can effectively break up into little parts. I've fixed too many bugs that are a strange and unfortunate combination of all the aforementioned systems to fall into the trap of thinking isolated unit tests are going to get the job done.
I am a big fan of the idea in theory, but I can't imagine it being implemented effectively in practice. I would love for somebody to prove me wrong!
What do you think I'm lying? :)
Believe me, if I started murdering people, there would be none of you left.
games have pushed the envolope more than any other area in computer software development
... a fully autonomous systems that can operate a *power plant*. Once those two things happen, humans are toast. I'd estimate that to be about 2060.
the current rising tsunami happening right now with agile development for web applications (like Ruby on Rails, and similar approaches happening in Perl, Python, java and others)... will take games by storm, in my opinion. there are a few factors here that will make games really interesting:
there will be much more scripting in games,
there will be much more meta-programming (code writing code)
there willo be more layering and customization in the languages we use - with more powerful and expressive languages deep underneith, but with tightly constrained, layered (or mixed-in) frameworks that enforce best practices built on top. we have seen this progression going forward for the last 10 years or so, and it's starting to get really interesting now.
and on the next 5-10 year horizon, we will see applications (driving mostly by desire for better AI in games) that are human-competative in reasoning and interaction - I offer this conjecture without proof, but with significant anecdotal evidence to support the assertion.
I watching for signs of two important things in computer development: a code base that can write another codebase (metaprogram) that is (1) aware of what it just did and (2) can communicate in a complex novel way with the new code set (I'm being vague here, but you get the idea -- think compiler theory for AI), and
I have been developing products for a long time (decades if you must know). For what it's worth, it is my experience that the people on the team have by far the biggest impact on product quality, timeliness, and all those other goodness measures. I believe that the methodology is almost immaterial. Good engineers will instinctively use the appropriate process for the problem at hand. Now, this doesn't necessarily scale to very large projects, which is why I am a firm believer in loose coupling. As soon as practical, decompose the big project in to a collection of loosely coupled smaller projects and then put in place the teams (unfettered by process dogma) to develop the pieces. Ahh, you ask, but what process do you use to decompose the system? See my earlier comment - choose a small team of very good engineers and have them do it. Don't tell them how -- they already know that. Trust people, not process. Ironically there is one process that I believe is critical to every organization's success, and it probably the least-studied, least-optimized, least-formalized process every company has ... and that process is the interview process. Clearly if I am going to trust my people to do the right things and make the right choices, I had better hire the right people. Anyhow, that's about $0.93 more than my $0.02 so I'll step down off my soapbox now.
The more you regulate a company, the worse its products become.
So the game is to figure out what bullshit like this means?
The problem using any software development methodology which requires user feedback for new product development is that you don't actually have any users - best you can get is a marketoid and those change their minds every 5 minutes.
./ for the last couple of years, the main process problem with game development seems to be that a lot of the control over the final product lies with Marketing, and worse, Marketing is in a different company altogether (the producer) than game development - so even with good managers on the software development side (already unlikelly) it's difficult to control the the flow of wacky ideas "that just have to be included in the game" coming from the marketoids - thus requirements creep is rife, which almost guarantees that long hours and death marches are standard.
You see, the closest you have for a user of a new game is a gamer and those can't really help you refine your requirements 'cause all they want from a game is to be entertained and they don't really know beforehand how a new, entertaining, game will look like - "having fun" is hardly an easy to define business process.
Maybe some sort of mixed approach where you have a game designer with an overall view of the game concept and a generic pool of gamers to check out the "fun factor" during game development. Might work well for games with an "exploration" component (for example RPGs) for which you can design the early levels, "test" them with some gamers and then use the result to fine tune those levels and later ones. Still, i doubt it can be usefull in game genres such as RTS and Sims.
More in general, and judging from the posts i've been seing in
Now I can finally use that +20 agility enchant!
Proud member of the American Non Sequitur Society. We might not make much sense, but boy do we love pizza!
I know it's tired old hat, and probably flameworthy in this environment, but a real manager doesn't need to know what the hell you're talking about to make a good descision. All he has to do is know his people, and be willing to listen to their experience. By the same token, the most knowledgable manager in the world can still screw everything up by trying to make everyone do it the exact way he would do it if he was doing it all himself.
You need to find someone who can keep the final goal in sight, and who is flexible enough to reorganize whenever the requirements change. Agile, Waterfall, Iterative, whatever, it doesn't matter...These are ideas put together so that mediocre managers will have some kind of method that may bring decent results. They can all work great, and they can all work poorly, and it all depends on who is doing the oversight.
Management actually is a pretty solid skill if you can do it. Too much of the flaming comes from people who've never had the good fortune to work with a good manager. I myself have never worked with one who was the total package...Either they understood the work and the clients and they couldn't deal with the higher ups, or they dealt well with the higher ups but didn't understand the work or the clients.
ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
Which can never be done reliably for non-trivial projects with the tools and techniques we have available today, regardless of what anyone trying to sell you their book says. No-one has yet shown how to beat picking two of cheap, fast and good.
Which is a much higher level than the sort of day-to-day project stuff we're talking about here.
It doesn't, in this context. Again, no executive of a large company should routinely be involved in the day-to-day progress of minor projects by a particular dev team. That's not their job, and it's the worst kind of micromanagement.
It also means you need metrics worth something, which random estimates for project timescales based on the inadequate information that was available six months earlier most certainly are not.
If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
Seems like the whole idea the article suggests is a pipedream. So their great and new idea is to complete the most important features immediately, then refine them. Well that is all great, but what about the fact that a game usually isn't remotely playable until it is 90% done, no matter which pieces you work on or do in what order.
This reminds me of something I just read about how episodic content will never work, as making episode 1 requires 95% of the work of the entire game.
Show me raw, tangible statistics pitting Agile methodologies against other more traditional approaches, like "waterfall". I'd like to see a whole range of games (or other applications), developed using various methodologies and scored based on parameters like: shipped on time, end product quality, popularity, critical review scores, and, of course, amount of profit. This would be the only way to see how much "better" Agile is compared to other methodologies. Otherwise this is all just theory, speculation, and unadulterated opinion.
Despite what EULAs say, most software is sold, not licensed.
From the blurb:
Agile puts the emphasis on producing demonstrable iterations of a game almost immediately into production
So what this does basically is get something that just barely works up for review as quickly as possible. Like throwing a lump of clay on a table and saying, "There's a vase in here, somewhere."
This IMHO will do two things. First, it will give SW managers a warm feeling caused primarily from too much optimism. "All the engineers have to do is shape that clay a bit, and it's a vase! We're ahead of schedule!" Two, since they will think they're ahead of schedule, they'll report to their superiors about how they already "have a working prototype of a vase" and that'll bump up the schedule.
The engineers who actually have to implement things will know better. And they're the ones who will get stuck with the deadline. The agile pony show where you show your manager something that boots but doesn't have 98% of the functionality in it will bite you in the rear later on.
This method doesn't seem well suited to making software. However, it does seem well suited to making managers feel good. I'd avoid it.
Weaselmancer
rediculous.
This is nothing new in game development, even at large companies. 'agile' (with a little A) has been used for at least a decade. You just can't possibly build a good game with the waterfall model and we've known that forever. I think it's a bit like every generation thinking they invented sex.
We use nightly builds (a single day without a working build is a huge hit). Getting the framework working so your designers and texturers (and gameplay folks) can start trying stuff in-engine, then fleshing out features. Midding sized time periods (2-4 weeks) between major builds. Unit testing. Though we have to bring in humans to really break it when it's all put together.
Now if you mean Agile with a capital A, then it's not the next big thing, it's just the same bullcrap it was when it was called eXXXtreme Programming. We like to write things down and design a lot of things up front, which clashes with Agile (and don't tell me it doesn't, even with the lip service) - you need at the very least a production bible for large project games to keep everyone together. Parts of the design will sometimes not survive actual implementation and will be tossed, but in general they keep things on track and usually only need some tweaking (everything gets tweaked during playtest time).
If you don't do this sort of thing you end up with http://en.wikipedia.org/wiki/Dungeon_Lords, which is what you get with a Agilely (with a capital A) developed game. It shipped only half complete with no internal cohesion at all and still isn't finished. But the great thing is that you can use your Methodology to justify it all.
As a programmer, I like RUP.
As a project lead, I like RUP.
It has aspects of Agile to it.
The important parts are:
Get the risky stuff addressed early. If DX9 doesn't support bi-pixar multi-shading like it says it does, then it is best to find out early rather than at the end.
Do the work in measurable chunks. That way you know in as little as a month if you are falling behind schedule.
Frequently interact with the users to make sure you are on course. This is the biggest problem with waterfall projects- working 6 months on something and it turns out you made a wrong turn on week 2. And I've seen other programmers do this again and again even with user interaction- they get an idea of what the program should be like in their head and turn off input from reality.
All the documents and crap bother me to and feel like useless makework. At least video game programmers do not have to deal with SOX compliance issues.
She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
Scrum isn't a software engineering method. It is purely a project managment methodogy. That is one if the _key_ differences between Scum and other Agile methods.
I'll stick to loading up agility on my Thief for that trick attack multiplier.
LOL. I'm laughing because usually I'd agree :-) But why? Well, because most games studios I've worked involved near constant death-marches to ship product. I'm now a Senior Architect at High Moon (where Rory works) and I'm amazed to say that (a) I have spare time and (b) our productivity is much higher than any other place I've worked. Now I admit that being a total geek I end up working late a lot anyway, but its on interesting avenues and experiments rather than fixing the bugs that I introduced when I was asleep at the wheel 2am the night before as used to happen.
You were right about him hanging outside smoking though.
We're in the process of implementing further unit tests under the agile model (though not gaming related, it is a heavily interactive app). The idea behind unit testing is to:
1) find bug
2) write unit test for bug.
3) write fix.
4) verify unit test/program both work. If unit test works, but program fails, go to step 2.
1) In your example, a tester/coder would find see some soldier dude getting stuck in the middle of battle.
2) So do it again, saving the game before the bug occurs. Write a unit test which loads this save and then check after x seconds to see where the soldier is and then fail the unit test cause he's stuck behind the crate. The unit test will is not in any way general. It's not meant to test all your pathfinding issues, just this one.
3) Rework the pathfinding code.
4) After you notice the unit test passes, go in and see if the bug is still physically in the game. If it's not, you've fixed it. If it still is, well, write another test. You may end up with a dozen pathfinding unit tests this way all of which "fix" some sort of bug.
The idea behind this methodology is that let's say your new pathfinding algo causes a bug which developer B fixes, but which causes the original case to break. Your unit test will now "clue you in" before a checkin occurs. It also free testing to do more "battle" and "feel" stuff.
-- Political fascism requires a Fuhrer.
Check out the agile game development blog and in particular High Moon Studios who has provided seminars at the last two GDC's on their experience with SCRUM and XP, including tips for unit testing game components. They admit that some elements of game, for example, "fun" is not something you can tests, but since games are so hideously complex, having most of your code covered by unit testing makes regression testing far easier when your 18 months and a few 100k lines of code in.
That said, I've experienced a lot of blowback in game companies about using any agile methodologies. The rank and file in most game companies are, while blindingly talented, often very stubborn and/or passive-aggressive toward anything they perceive as control. The organizations I've been in where XP, in particular, has really worked, was where most if not all of the engineers were tired of priority of the day project management from marketing, sales, etc. and where management was enlightened about the benefits of better software quality and more predictability in development. Unfortunately, to make any agile method to work requires buy-in from the top to bottom of the org chart and very few places will ever get that.
That said, I think in 5 years, most game companies will be using elements of XP, SCRUM, and other agile methodologies in their work. I don't believe game companies will be able to survive without this shift, because although some poo-poo agile for large teams, some of these techniques can work very well for large teams and game teams are only getting larger and the financial stakes of failure and missed schedules will only becoming higher. In that environment, only studios which get a handle on their development will survive. The companies that refuse will become overwhelmed by the complexity and IMHO will start losing their best people to studios that start putting agile processes in place.
Of course, EA and that ilk may continue to just chew through developers, working them 80+ hours a week for years to come, but that will not be an option for most studios and smaller publishers.
And, yes, agile comes with a lot of marketing-speak gobbledy-gook, because you usually have to sell it to management. The reality is that it's as much about controlling management as it is about controlling development, perhaps more so.
And to the example above where XP was implemented at a game company where management thought that they would simply get more features, well, that's management not understanding XP and I'd wager that in the absence of XP those same executives would have been adding the same damned features, still not dropping any features, and still kvetching that the game needs to ship for Xmas. That's the game industry folks. No process can fix that.
LQ
Structured coding has so far been the only really big thing in programming; anything else since then has just been fads. Structured programming made it possible to write code that was reasonably easy to follow logically - compare a badly structured COBOL or FORTRAN program to well structured C program to see what I mean.
The things that have come in since then have been attempts at addressing minor shortcomings in the way people work; and not always very successfully. Compare C and C++: C is syntactically extremely simple, it gives you exactly what is necessary and nothing else. C++ tries to address the perceived shortcomings of C, mostly in the areas of reuse of code and initialisation of variables; but it comes at the cost of being an excessively complicated language and it requires a huge amount of self-discipline to avoid writing impenetrable, convoluted code.