Game Development In a Post-Agile World
An anonymous reader writes "Many games developers have been pursuing agile development, and we are now beginning to witness the debris and chaos it has caused. While there have been some successes, there have also been many casualties. As the industry at large is moving away from the phantasmagoria of Agile, Gwaredd Mountain, Technical Director at Climax Studios, looks at Post-Agile and what this might mean for the games industry."
My company started as a dinky little post-dotcom-startup, doing certain agile practices (extreme programming with a little bit of scrum), and it's since been bought out and now sells quality software to big enterprise customers tens of thousands to millions of dollars. As with any development methodology, it's got its ups and its downs, and depending on how you're trying to actually operate as a business, you'll need to make adaptations; moreover, it helps a lot if you actually employ intelligent people who know what they're doing.
Yes, maybe the Agile hype is a bit much, but so is the anti-Agile-hype hype. It's actually a good idea to start with simple things that work and are easy to code (so you can start making money today) instead of waiting forever building the Perfect System. The key is to manage the transition to more complicated things in an effective manner (so you can keep making money tomorrow). You start by thinking in the back of your mind about how you can make things easier to transition to the Perfect System in the future. That's probably the main tricky part.
The World Wide Web is dying. Soon, we shall have only the Internet.
Nope. Waterfall is literally impossible on any real game project.
They are waayyy too huge.
What you would want, is the spiral model. Not exactly as in the book, but with the basic ideas. ;)
At least it does good here. Jesse Schell also recommends it, for obvious reasons. And according to him, it’s what is used for all projects that big, that actually finish.
Any sufficiently advanced intelligence is indistinguishable from stupidity.
It's easy to lose track of the fact that good software is written by good teams.
I've worked on a couple of game teams that used scrum, and I'm kind of with you in that I don't think it made a whole lot of sense. However, nobody on our teams believed scrum precluded longer-term waterfall-style planning -- so we did that too, we just used scrum for the week-to-week divvying up the work. My impression is that a functional, experienced team can make something workable out of pretty much any process, we certainly did.
Those were traditional fire-and-forget commercial titles, though. Scrum makes a lot more sense for a long-life-cycle online game where you're adding features on a regular basis for 5 years post-launch. This is actually very similar to the context where (I understand) scrum is usually employed: internal information systems that see regular revisions for years after they're put in service.
The essential philosophy of Agile is that development should be done in tight cycles were small self-contained features are designed and implemented, followed by user feedback while planning for the next cycle.
This process is intended to cope with a couple of problems from the old waterfall model, such as:
All that this has in common is the existence of end-users (which can be other systems, if your system does not have an UI), which have roughly defined needs (typically a business process) which the software being built will address.
Now look at games:
So games don't usually fit in the (software development context) pattern for using Agile development methodologies wholesale.
At best, some games might have a creative person behind it with a vision which can serve as the user-stakeholder, but even then often the "vision" is vague and can change a lot over time (a "vision" is much less prone to a continuously-improving discovery process than a "business process" - in fact if the person with the "vision" is not methodical, you end up with a process where a cycle is just as likelly to take the software closer to the "vision" as it is to take it further way from it).
To repeat the often heard (but seldom heeded) motto: "There is no silver bullet!"