Large Dev Teams Do Not Make For Quick Dev Cycles 55
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."
So that's why... (Score:1)
Re: (Score:2)
Re:sure, ask a carpenter (Score:4, Funny)
Re:sure, ask a carpenter (Score:5, Insightful)
Re:sure, ask a carpenter (Score:2, Funny)
(with apologies to Austin Powers)
Re:sure, ask a carpenter (Score:2)
Re:sure, ask a carpenter (Score:4, Informative)
Have you ever seen Habit for Humanity build them in one day?
The only thing you have to wait on is the cement and paint to dry.
Re:sure, ask a carpenter (Score:2)
Have you ever seen Habit for Humanity build them in one day?
Wow!
The only thing you have to wait on is the cement and paint to dry.
Oh, wait, wasn't that the whole point? Concrete still takes a few days to dry and all that.
Re:sure, ask a carpenter (Score:3, Interesting)
Have you seen that makeover show, I think it's on ABC, that has done just that? One house in particular actually had to have foundation work done on it. (I don't watch it routinely, just caught it a couple times.)
I actually don't say this to disagree with you. One of the reasons neither my wife nor I can really stand to watch that show regularly is we both know you can't build a house from the f
Re:sure, ask a carpenter (Score:1)
then I was like OOOOHH! a set! that kind of set!
Re:sure, ask a carpenter (Score:1)
It would be nice to see what kind of problems show up in a year though. There must be some substantial shrinkage in some of the products used.
Re:C'mon (Score:3, Funny)
This article is about:
( ) bashing MicroSoft
( ) music or movie piracy
( ) hackers
( ) somebody patenting a worthless idea
( ) what Sun is doing wrong
Although it fits one of our major categories (above), your article
was rejected because it:
( ) wasn't rabidly pro-Linux
( ) wasn't sufficiently ironic
( ) made too many Star Trek references
( ) failed to link to a low-bandwidth server
( ) promoted your own crappy website too prominently
( ) was too right-wing or too centrist
( ) had correct gram
Computer games have been around... (Score:2)
No duh, you friggin idiot. (Score:5, Informative)
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.
Re:No duh, you friggin idiot. (Score:5, Insightful)
I fear the day anyone thinks this is a load of crap and sticks 120 engineers together on a project with no sort of leadership hierarchy.
Re:No duh, you friggin idiot. (Score:3, Interesting)
Re:No duh, you friggin idiot. (Score:2)
Re:No duh, you friggin idiot. (Score:2)
Re:No duh, you friggin idiot. (Score:2)
That's why you have *gasp* management!
Competant functional management can indeed handle this, but it takes more. The project itslef must be designed to facillitate modular sub-division. Each module can then be developed by a much smaller sub-team werer the number of communications paths will be small. In turn, the sub-team leaders must meet as a group but will also have fewer communications paths to deal with.
Poor management can sabotage that sort of thing by regularly 'inviting' the whole dev team t
Re:No duh, you friggin idiot. (Score:2)
Re:No duh, you friggin idiot. (Score:4, Insightful)
Re:No duh, you friggin idiot. (Score:1)
That's all well and good in theory, but a "chinese whispers" effect soon puts the kybosh on that.
Imagine this scenario: programmer in the widgets team talks to team leader (widgets) who talks to team leader (I/O) who talks to programmer in the I/O team.
Re:No duh, you friggin idiot. (Score:2)
Re:No duh, you friggin idiot. (Score:1)
Re:No duh, you friggin idiot. (Score:2)
And I've worked in small and large groups, where it's failed and succeeded all that random times.
Re:No duh, you friggin idiot. (Score:1)
Never said it wasn't - and if you've only ever worked for good managers, on projects with good processes, then you're lucky. The same loss of meaning with spoken communication also arises with written communication - especially in a multinational. Sure you can then QA the documentation and specifications, but that adds even more overhead.
Maybe I'm getting cynical in my old age, maybe it's because I'm working
Re:No duh, you friggin idiot. (Score:4, Informative)
Several people have pointed out that management is supposed to solve the problem. Indeed, with good management you can have a team of 120 working quite effectively.
However, mediocre to bad management is far more common than good management. With mediocre or worse management the team ends up routing around management problems and reestablishing those hundreds of communication paths. Thus, your pessimistic estimates are reasonable for real world situations.
The key is good management. Finding and retaining good management is left as an exercise for the reader.
Re:No duh, you friggin idiot. (Score:2)
I guess what I'm trying to say is project management is hard and it gets harder the bigger the mess becomes. Blaming managers, as tempting as that may be, is not always the answer. More to the
gasp, programmers don't scale! (Score:1)
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.
Stunning revelations from the 1960s! (Score:5, Informative)
'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.
Mythical Man-month still applies (Score:4, Informative)
RTFA (yawn) (Score:1)
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
Re:RTFA (yawn) (Score:1)
the sad thing? if previous games by anyone are to go by.. humongous teams don't make imaginative games... it's not even a guarantee that it's polished(unless you coun't the ea's yearly games.. they're pretty polished but then again they've been polishing them for the past 6 years..).
blablabala buzzword1 blablba buzzword2 blabla so we need double the people
I'm not buying EA again after they did. (Score:1, Interesting)
Ion Storm? (Score:1)
In related news... (Score:2)
Hmmm (Score:1)
damn (Score:1)
The Tao of Programming (Score:4, Insightful)
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.
Re:The Tao of Programming (Score:1)
The band costs $500 with reheasal.
How much is it without the rehearsal?
You can't afford it.
I think I should point out (Score:3, Informative)
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.
And in other news.. (Score:1)
No real or imagined similarity between programmers and buffaloes is implied.
Yeah, that's pretty YNSA (Score:2)