Categories
games design games industry GDC 2009 social networking

GDC09: Red Ocean or Blue Ocean

This talk was all about a theory of innovation/finding new markets known as Blue Ocean Strategy, from a book published in 2005. I first came across this book/theory when I joined NCsoft a few years ago (apparently, the CEO and board in Korea were very keen on it), which is quite ironic given NCsoft’s international activities of the past few years.

It was a good talk overall, with lots of honest and insightful comments from the panellists. The best bit was probably Q&A at the end – which I had to miss :(. Not everything they said was great, there were some dodgy bits, and I missed most of the second half, but it was clearly worth going to.

Bear in mind, though, that on the morning of this talk I was already considering an opportunity I’d seen that seemed to replace traditional games publishers and was looking like it might work extremely well. So … this talk was accidentally of a lot more relevance to me than I’d realised it would be :).

My own commentary in [ square brackets ], any mistakes/misunderstandings my own fault :).

Categories
entrepreneurship games design games industry iphone networking social networking web 2.0

Will iPhone save the (free) Internet?

Wifi and internet at all is a priviledge – but Free Wifi is something that in our modern society, and the society we’re set to become, needs to be treated as a right. When I started writing this, I was looking at the benefits we have yet to see (ubiquitous free wifi); in the week I’ve been offline with jetlag, the preceding benefits we already have that would make them possible – flat rate internet – are being ripped away from us, and . Both are understandable, but … yikes.

Casual, assumed, free internet access is now ubiquitous (even if the access itself isn’t as operationally ubiquitous as services assume). I can’t even access half my music collection any more unless I’ve got a wireless high-bandwidth connection available (Spotify). The other half lives on my MP3 player (iPhone) – but is static, unmeasured, unconnected, and unshareable.

This is a problem. Right now, sitting in San Francisco, the city of a thousand broken, crashing, low-bandwidth, pay-per-minute (min charge 24 hours) wifi connections, next door to Silicon Valley, a world center of innovation that only exists because the right infrastructure here and the wrong mistakes elsewhere allowed it to form, it’s particularly on my mind. SF is a great example of what will push the next Silicon Valley to happen elsewhere. A lot of people ought to be worried by that – and doing a little more about it.

In Brighton, my current (temporary) home city, the first repeated free wifi hotspots were set up – as I understand it – effectively as an act of charitable benevolence by “a couple of guys” (looseconnection.com/Josh Russell). They weren’t even rich, or old – just some kids doing something cool, and useful. Anyone could do this. Too few actually do. I’ve heard it suggested again and again (where are the mesh networks that were supposed to be ubiquitous 4 years ago?) by people in the UK – especially in and around Cambridge, in tech the UK’s closest replica of Silicon Valley – but always with excuses about why they aren’t doing it yet, aren’t able to until someone else does something else to make it easier for them. That’s crap. Just do it. Do it this weekend; what better are you doing right now?

Will Apple single-handedly save Wifi? Maybe. It could be the biggest gift of iPhone: that it finally turns the rest of the world on to building bigger, better, and above all FREE, wifi networks. Everywhere. Ironic, considering that’s exactly what will kill the fundamental device that drives the iPhone: the “cell” phone. Does anybody else remember that before we had cell phones we had hotspot phones, back when cells weren’t good enough, and were so expensive to use? So we go full circle, but this time with an ecosystem and a tech interconnection system (API’s, protocols, layers) big enough to support the worldwide rollout of such hotspots (well, and that’s what mesh was supposed to be about, right?)

But why would this happen? It doesn’t make sense … does it?

Skype is a great example. Sadly, it’s also overloaded with additional meaning that clouds the issue – because Skype is an internet app (good) that is mostly about phone calls (bad / confusing the issue).

Skype is now available on iPhone, and it’s a great, highly polished, iPhone App. It *works* (as well as anything can on iPhone – with the current version of iPhone Apple does not allow *anyone* to have their app listen for incoming connections and auto-start, so you can only “receive” Skype calls on your iPhone if you are not using any other app and instead are currently inside the Skype App.

But … the voice part only works over Wifi. This is the concession it took for Skype to be “allowed” on iPhone (NB: Apple allegedly forced the network operators to give away free / flat rate data in return for being “allowed” to sell network-locked iPhones; if Apple had also allowed Skype-on-3G/EDGE/cell network, then they would have caused people to stop paying call charges en masse. Although this is the natural future of cell phones, and everyone knows this, the network operators would probably assassinate Steve Jobs if he tried that today).

So, Skype is – effectively – a “wifi-only” application.

20 million devices cannot be ignored

But wait … there’s more. The iPhone platform has an installed userbase of almost 40 million handsets as of first quarter 2009 (yes, that’s only 20% less than the entire global sales PS3 and 360 combined; the iphone is already one of the top games consoles in the world; Sony (Computer Entertainment) is doomed, and Nintendo’s cash days are numbered, even though they’ll make loads of cash for the next 3 years – the DSi was defunct due to iPhone *before it launched*, so after those few years, the cashflow will drop off / vanish).

But … around half of those are not iPhones, but iPod Touch’s. This is very important to understand: the two devices are compile time identical, and *almost* feature identical. They are more similar than almost any pair of cell phones in the world, even ones from the same manufacturer. And by default all iPhone developers are writing code that runs seamlessly on the iPod Touch – it doesn’t (usually) “break” on iPod Touch if it uses an unsupported iPhone-only feature … rather, that part of the app silently is ignored.

So … nearly all those iPhone developers are actually also iPod Touch developers. Many of them deliberately steer clear of using iPhone-only features. Some of them (myself included) write their apps to cleverly detect whether they’re on an iPod Touch, and work around the limitations (it’s not hard – e.g. if I can’t upload scores to the game server because I’m on a Touch that isnt in wifi range, I save it and upload it next time the phone is online. As a bonus, this makes my games work “better” on iPhone when the iPhone has to go offline, e.g. when it goes on an airplane).

NOT “iphone App”, but “Wifi App”

Back to the point… There aren’t many Wifi-only Apps out there on iPhone … yet.

But there will be. More and more of them. And this summer, when Apple brings out the 3.0 update for iPhone, making ad-hoc discovery much easier (i.e. my phone will be able to auto-detect / find your iphone when they’re in the same room), wifi-local Apps will blossom.

A simple example: real-time fast-action games.

e.g. a Racing Game, that works like this:

  1. I persuade you to download the free version
  2. We each click on the icon on our own phones
  3. The phones magically discover each other, without either of us doing anything, within a couple of seconds
  4. We start playing a high-speed racing game – e.g. Need for Speed, or Midnight Club – over the local wifi network
  5. The net code works beautifully, there’s no lag, everything updates very fast and smoothly
  6. When we finish, the free version you downloaded pops up to say “you played with your friend because he/she had the paid version. If you want to play with different friends, one of you will need to buy the paid version. Click here to buy (one click, instant download)”.

All that is possible, and relatively easy, come summer 2009. You *can* attempt to do it over a 3G network, but it’s hard. But as a wifi-only app it becomes easy. Guess what’s going to happen?

The future of local free wifi

I predicted around 30-40 million iPhone* devices sold by now, and Apple’s 37 million official figure made me look clever (although admittedly it was only a 6 months extrapolation and a 33% error margin I quoted there ;)). I predicted around 75-100 million sold by the same time 2010, and I’ve noticed a lot of other people have come up with the 100 million estimate for 2009 since the official 37 million figure came out.

So, although I think it’s optimistic to expect 100m by the end of the year, I’m confident it’s going to be close. 100m wifi enabled game consoles sitting in cafes, restaurants, bookshops, trains, buses, hotel lobbies, city squares, pubs, etc.

Oh, and don’t forget – that iPod Touch, with no “network contract” to pay for, is a perfect gift for kids. Plenty of people have lined up to tell me that kids can’t afford them; the market research that consistently shows under 18’s as the second largest demographic for iphone* ownership suggest that’s an ill-informed opinion. So there’ll be a lot of those devices sitting in the hands of bored children / used to keep them occupied while parents are doing other things. And we all know how strong a child’s “pestering power” can be.

Monetize local wifi? Screw that; who can be bothered to monetize it when it becomes as essential a driver of custom to your store as having coke/pepsi/coffee on the menu (even though you’re actually, e.g. a bookstore…). Re-think how that affects the “monetization potential” of local wifi (hint: look to the already vast field of *indirectly monetized* Freemium / F2P for inspiration)

So, I’m optimistic. And rather than focus on how “iPhone is going to destroy the cell phone / network operator hegemony, and bring around fair pricing for consumers”, I’m focussing on how it’s going to usher in the long-envisaged era of high-bandwidth, low-latency, high quality console games and apps that focus on the local area. I’m happy with that: I’ve spent almost a decade learning how to make online games for millions of players where the core experience takes place in the local group, so I feel extremely qualified to do well out of this. What about you? What will you be doing with it?

Categories
advocacy dev-process entrepreneurship games industry startup advice

What I believe in, for Quality of Life

The furore[link] over the IGDA’s failure[link] to live up to it’s own precepts continues to snowball[link] [link] (as I suggested it would, if the IGDA Board didn’t ‘fess up and take a stand[link] against the unethical practices they were being implicated in).

(I’ll do a summary later this week; personally I’m aware of 6 different unique forum threads and several separate bloggers speaking out on the topic, each with their own comment threads – we’re gradually seeing the message spread, which is good. But it also means it’s getting hard to keep up)

One commenter, perhaps playing Devil’s Advocate for those at fault, has repeatedly posed the question: “What would you *like* the IGDA’s stance to be on this topic?”

There are all sorts of reasons that’s a dumb thing to ask, and it essentially misses all the points being made here by the unhappy IGDA members, but I thought it was a good question to answer anyway, philosophically.

Quality of Life for the Games Industry: Adam’s stance on “Crunch”

NB: this is only covering the crunch/working hours/overtime issues; there’s more to QoL than that, but it’s definitely the headline aspect.

(and hopefully you’ll also have a look at Darius’s stance on this and other related topics, since he’ll be standing for election to the IGDA Board next year, and he’s got my vote already ;))

  1. the term “crunch” is a euphemism for “unpaid overtime” used largely to disguise the true nature of what’s being described. No-one should ever use the term “crunch”. Everyone should actively encourage others to call it what it is (unpaid overtime). “unscheduled overtime” is NOT an acceptable alternative; it is simply another, slightly less positive, euphemism.
  2. no employer gets an opt-out from responsibility for Quality of Life issues, neither charities nor startups. Quality of Life is about the relationship between employee and employer, independent of individual industries, organizations, or projects
  3. the company must at all times actively discourage staff from doing unpaid overtime; if the company wishes to support overtime, it should be supporting *paid* overtime only
  4. no programmer, artist, or designer should ever stay late in the office “because it’s quieter then, and I can get more work done when everyone else has gone home”; if the office environment is that poor, the company needs to fix it, fast
  5. the MOST EFFICIENT (for the company) number of weekly office hours for programmers, artists and game designers lies somewhere between 30 and 50 hours a week.
  6. the MOST EFFECTIVE/DESIRABLE (for the employees) number of weekly office hours for programmers, artists and game designers lies somewhere between 20 and 60 hours a week.

Why does this even matter?

Most workers in this industry live to work, instead of working to live; this makes the industry especially prone, and the employees especially vulnerable, to abusive employment practices.

It also means that – handled correctly – most people ought to be happy and healthy. This topic has the potential to improve the lives of thousands of people; that it will almost certainly also improve the quality of the games they produce is a secondary (although highly desirable) side-effect.

Details / explanations

1 – Terminology

Cynically, I’d like to point out that to many young males (the bulk of the workers in the game industry), the term crunch probably initially conjures up images of the painful gym exercises that build the widely desired abdominal muscles.

i.e. the base assumption of an English speaker is that Crunch is something that “hurts now, but is good for you, and in the long run you will appreciate it”.

Actually, I don’t think that’s even all that cynical, looking at the companies that actively use the term: I think they’re extremely happy to have got such a positively-connotated word used as the main term to describe their unethical business practice.

2 – Opt-outs

Several people (such as Erin Hoffman (EA_Spouse) EDIT: my mistake – sorry, Erin! – see comments below) have claimed that startups are “special”; too fragile to be held accountable to the same standards that ordinary companies are held to; that they could never adhere to sane and ethical working practices and remain in business.

As a previous founder, co-founder, or C-level exec in 5+ different startups, and a consultant or external adviser for a further 20+ startups, it is my personal opinion that this is absolutely not true.

Further, I believe it is deeply insulting to most entrepreneurs to imply that they are so incompetent that they need to be allowed to break with ethics or law in order to succeed. The majority of successful entrepreneurs I know are awesomely competent people, and have earnt (*earnt*) their wealth not merely through “having a good idea” but through being better and smarter and wiser than their equivalent salaried employees. They need no leg-up.

Of course, there’s also plenty who simply got lucky. But that’s another story.

3 – Working late in order to work better

There are two issues here.

Firstly, if someone is doing unpaid overtime, the company needs to either reward it or try to persuade them to stop; anything else is unfair. Simply taking the proceeds of the free work and paying nothing in return is perfectly legal (although arguably, since the work falls outside of the contract, if the company’s employment contract isn’t good enough the company could find themselves not entirely owning the output of that work), but unethical.

Secondly, unless the employees have strong legal protection against coercion (both explicit and implicit) then the claim that staff are “voluntarily” working unpaid overtime is often going to be a lie that – in practice – is almost impossible to uncover. A nice, comforting lie, but a lie all the same. I have many times worked with people in the games industry who have openly claimed their unpaid overtime was voluntary – until they buckled from stress a few weeks later, or got drunk, or met up outside the office, and admitted the true reason(s) they were doing it. Generally those were “to keep my job”, “because everyone else on the team says I have to”, or a variant on those. i.e. to satisfy the employer, or to satisfy peer pressure.

This is true even in Europe, where employees have fairly strong legal protection – but in many cases don’t realise the full extent of the protection. Generally speaking, only the inexperienced, younger staff are ignorant of the basic laws here. Within 5 years they normally see at least one friend or colleague go through some situation which uncovers the laws involved, and they gain a basic understanding of what their own rights are, under the law.

4 – Optional isn’t always optional

I’ve worked with many programmers who felt forced to work late hours because of this, and a few artists. I haven’t worked with any designers yet who were *seen* to, but I know plenty who have done it – they simply went home and worked from home instead.

The main reason programmers show up with this problem more than others is that they are entirely dependent upon the tools at their desk to get any work done (software, hardware, office systems, etc). It’s *not* that they are the only ones who work hard and have to concentrate to get good work done!

5 – Efficiency

As far as I know (please correct me!) … no-one currently knows via research what the MOST EFFICIENT weekly office hours are for programmers, artists, and designers in the games industry; the research I’ve read summaries of, and in a few cases read myself, from other industries and anecdotal evidence, plus the experience of skilled game developers, suggest that it lies somewhere between 20 and 40 hours.

Further, the majority of research from other industries and evidence and experience strongly support the claim that values over 60 hours are less efficient than ANY value between 25 and 60 hours.

6 – Quality of output, quality of life

As far as I know (please correct me!) no-one currently knows via research what the IDEAL (for the staff work/life balance) weekly *working* hours are, but assuming 14-16 waking hours a day, i.e. 70-80 waking hours a week, and assuming a work/life split somewhere between 30/70 and 70/30, you get between 21 and 56 working hours per week

Categories
games industry network programming

Can OnLive work, technically? If so, how?

This week, a game service was announced that would stream games to your home TV without you needing to own a console or PC. A lot of people are wondering: are these guys smoking crack?

EDIT: Richard Leadbetter at Eurogamer has an article with some great “side by side compare” video to show theoretical quality you can achieve with off the shelf compressors right now. He comes to a similar conclusion on the issue of latency, although having seen the video I disagree on the quality (he feels it’s unacceptable) – it’s clearly inferior, but it still provides a very nice experience, especially if you’re sitting 6-12 feet away from the screen.

Categories
games industry GDC 2009

GDC09: Worlds In Motion Summit: Keynote

Raph Koster, Metaplace

Summary

Raph promised to be nice and not make us depressed this year. It was an elegy on “look how much we progressed as an industry during 2008”.

EDIT: Alice has a shorter and sweeter summary up on Wonderland.

Categories
bitching games industry

IGDA Chair responds to Quality of Life debacle

We finally have a mainstream response (as opposed to responses sitting quietly in obscurity in the IGDA.org forums) to the issue of IGDA Board Members pissing all over IGDA’s main tenets:

http://www.igda.org/newsroom/memo_032209.php
(from the IGDA monthly newsletter that just went out to all 15,000+ members)

Instances of the following words in that response:

sorry – 0
mistake – 0
fault – 0
acceptable – 0
unacceptable – 0

I guess that says it all, really. If that was meant to be an apology, or a recognition that the board and the org did *anything* wrong here at all, then it’s a clear FAIL.

If not … well, what was the point?

The fact that the org refuses even now to accept that it did anything wrong, refuses to apologize, or to commit to acting differently next time, that there is no action item offered to rectify it taking 4+ months for the organization to respond (having only acted *at all* after it was pushed into the news, DESPITE the board being present at the damn event), well…

All that seems to me to say:

“it’s business as usual, folks; EA, Epic, and all the other abusive studios – don’t worry, IGDA has your back! Our members come second”

I didn’t used to believe that – I know many key people in IGDA personally and knew they would never ever espouse that – but I’m now staring the reality in the face and seeing that “the organization as run by the board” != “the diligent and wonderful individuals I know who contribute so much”.

PS: quick shout to Tom Buscaglia (one of the board members who’s so far apparently done nothing about all this) – if, after reading this post, you’re going to accuse *me* of being “a whiney little bitch who would rather quit after a loss than jump in deeper” again, then I suggest this time that you link to the post URL rather than the blog domain. That way people reading this will get an automatic trackback link to your site, and get to see your response this time around :).

Categories
computer games entrepreneurship games industry massively multiplayer recruiting startup advice

Culture, Reputation, and Running a Game Studio

What’s the biggest single challenge to a Studio Director? Or to the VP of Development / Studios who oversees a handful of publisher-owned studios?

Recruitment

In the games industry there are no raw materials of variable quality, there is no variety of base services to build upon; everything that distinguishes one company (and set of products) from another comes solely from the people they hire.

In the games industry there are no raw materials to pay for, there are no service charges. There are only salaries and employee-support costs.

Recruitment is where the studio heads find their hardest problems, and see their biggest successes/failures as the studio grows in size. Eventually, all their own experience and ability at design, marketing, sales, programming, art, etc become subsumed by their ability to attract, recruit, retain, lead, and motivate their people.

Recession

…is the best thing for new game studios to happen in the past 5 years. It’s achieved four things:

  1. Removed lots and lots of people from their comfortable jobs, by force
  2. …simultaneously…
  3. …indiscriminately w.r.t. quality of personnel…
  4. …and made even the supposedly “secure” games companies (EA, Microsoft, Sony) suddenly look as fragile and short-term as the riskiest of startups

The VCs have been blogging about the benefits to startups wrought by this recession, and I’ve put it to a couple of them now that, for the game industry, this one – recruitment – is the biggest by far, and each time met with straight agreement. Our industry is very like Management Consultancy: it’s driven by the people. Nothing else matters.

Culture

I’ve worked with a lot of experienced managers who’ve been adamant that “no-one leaves their job because of (too little) salary”. Also with slightly fewer who were convinced that “no-one accepts a job based on salary” (more often, that was rephrased with a rider to be: “no-one good accepts a job based on salary alone“).

In that case, why do people accept / leave a job?

“Culture” is the catch-all term that describes not just the direct environment which people experience each day in the office, but also the emotional and psychological experiences that they go through while there.

It describes how their colleagues think and act – and how those actions effect the individual. But it also describes how the “teams” within the organization think and act, which can often be very different from the people within them. You often see teams of smart people “acting dumb”, or teams of nice people act like assholes when taken collectively. Group think is powerful, very powerful.

But it’s hard, very hard, to really see the culture of a company until you’ve worked there for a couple of years, and in a couple of different divisions, and perhaps a dozen different departments. Which is not an option for most of us. You can work somewhere for just a few months and pick up the culture if you know what you’re doing and really work at it – but even that requires skill and dedication, and can only be done AFTER accepting a job offer.

(this is one of the reasons I posted my Manifesto for a Game Studio online – you can get a strong taste of the culture of my next startup, and decide if you want to work with us, without having to sacrifice a year of working there first)

Reputation

Game industry staff often worry about reputation. The companies (as represented by the senior management) themselves often don’t.

The former care how their organization is perceived, and assume everyone else does too. They assume that a “better reputation” will lead to “more sales”.

The latter have access to the actual sales figures, and have convinced themselves that this is a nice idea but simply not borne out by fact (in some cases this is true, in some it isn’t – but it’s much easier to look at the figures on paper and believe it’s true than to see the flaws in that logic).

But the truth is that it IS important, very important. It’s the external reflection of the internal culture. As such, it’s what most people use to make a decision about whether they want to work there.

Obviously, it varies. The older and more experienced you are, the more you come to use a company’s reputation as a barometer of its culture – and the more heavily you weight this in your decision about accepting a job. The younger, more ignorant staff generally haven’t been burnt by terrible culture, or haven’t yet learned what to look for / avoid in their next employer.

Back to the issue of Recruitment: the biggest successes/failures are going to be from the more experienced people you hire (and, remember – hiring a “bad” person into a senior position is not just a loss, it can easily cause negative productivity, by screwing up lots of other staff who were doing their jobs better before that person arrived and started interfering / roadblocking them / etc).

So … you probably should care about your reputation, somewhat in proportion to the size of your company.

Blizzard

Pre-WoW, Blizzard had an exceptional reputation, for a handful of common reasons (amongst others):

  1. Never shipped a game that wasn’t really good fun
  2. Frequently invented + defined large sub-genres with their games (Warcraft was one of the first RTS’s, Starcraft created the “truly strategic” RTS genre, Diablo re-invented the hack-and-slash RPG, etc)
  3. Publicly talked about “finishing” their games, and then deliberately deciding to spend another whole year (or similar) working on them before shipping, to make sure they were really polished
  4. All of their games were best-sellers – i.e. they didn’t just make cool stuff, they made cool stuff that the market appreciated and paid for, too

Now, I’m not so sure. If a recruiter called me tomorrow with an “amazing, once-in-a-lifetime opportunity” to work at Blizzard, my first reaction would be hesitation: would I really want to work at the place that Blizzard has become?

While people have queued up to defend them, the history of their actions against Glider, and now this absurd crackdown on World of Warcraft add-on authors, have left me with a sour taste in the mouth.

In my opinion, using the law to beat over the head people who discover flaws in your basic business model / acumen is the last refuge of those who recognize their own incompetence but would rather not go to the effort of raising their own quality bar. Blizzard seems to be making a habit of it. That’s not encouraging. Ten million paying players for one MMO is great, but … the sales figures of their games were only ONE of those bullets I cited above about Blizzard’s reputation traditionally. Money buys a lot of forgiveness, but not infinitely so.

Categories
agile community conferences entrepreneurship games industry startup advice web 2.0

Free iPhone developer meetups

I just received an “invite” to a pay-for event in London about “smartphone development”: an evening in a bar with a couple of speakers and some networking.

So … you can go and listen to an iPhone developer, an ex EA person, and an ex Motorola person, and pay for the priviledge, organized by non-developers. The cost is 50% more than you pay to go to world-famous VC/angel/investor networking events such as First Tuesday.

Or … you could go to one of the many near-identical networking + speaker events that are free, and run by real developers. Here are four examples which show that Upcoming, meetup.com – even Facebook and LinkedIn – are your friends here, with loads of stuff going on.

The issue of “how” you organize these things and “what” you provide has been on my mind a lot recently, as we’ve just started a fortnightly one in Brighton (for anyone and everyone interested in commissioning, designing, developing, and launching iPhone apps). I’ve been trying out all the above sites for arranging this (I can write up some notes about the pros/cons of the different sites if anyone is interested). If you can’t find something in your local area … why not start one of your own, all it takes is making a page on Upcoming.com, and emailing the local game / mobile / iphone / OS X developer communities … takes about 30 minutes, max?

Personally, I find the grassroots events organized by people actually making this stuff on a daily basis the far more compelling option. I also find that “special name speaker” events tend to focus on the audience being expected to shut up and listen, rather than share and learn collectively – which isn’t much use to me these days. Unconferences for the win!

Of course, sooner or later, if your event gets popular, you’ll have to start charging because the only venues big enough require large payments, and the organization effort becomes too much to do in your free time. But for the small events? My advice: if it ain’t free, don’t go.

Categories
amusing games industry massively multiplayer Web 0.1

Web 0.1: PEOGA. EU Games Companies Still Dont Get It

European Online Game Operators infamous for being overly secretive announce new association:

“The founding members have set three major goals for PEOGA:

* Networking. PEOGA is the meeting point for European companies from the online game publishing industry.
* Improvement of the Public opinion. PEOGA shall improve the image of online games by providing realistic information to the public.
* Self Regulation of the Online Game Industry. The online game industry has responsibilities towards their users. PEOGA will assist to set general rules and regulations for the industry.”

…launch website…

http://www.peoga.eu/

…and add an idiotic javascript hack that tries to disable the right-mouse-button + context menu in your web browser…

The page at http://www.peoga.eu/ says:

Copyright – Pan-European-Online Games Association PEOGA

So, let’s get this straight:

  1. None of the developers of the top 10 online games in Europe are in your org
  2. None of the publishers of the top 10 online games in Europe are in your org
  3. You have a President. But in case he gets lost on the way to meetings, fortunately you have someone else who is the “also President”. Nice.
  4. You can’t even make a website

Guys, I have to say: this isn’t looking great so far. Let’s hope this was just an unlucky start (BTW: you might want to get GOA on board – they know all about rocky starts, they’re probably the most experienced company in the *world* when it comes to bungling a launch).

PS: OMG I HAXX0RED UR SEKURITY – look, I “stole” the URL to your image – HHAHAHHAA111!!!!11!11
(please. It’s not 1996 any more. Get rid of the childish javascript hacks. It’s … embarassing. For all of us)

Jeans. In Europe, everyone wears jeans. From the same company, too.
Jeans. In Europe, everyone wears jeans. From the same supplier.
Categories
agile entrepreneurship games industry massively multiplayer

Manifesto for a Game Development Studio (or any creative tech company)

Here are the founding principles of my next startup. It’s incomplete and imperfect, but for where I want to go … it’s a start. Incidentally, if you share them, and want to work with me, you should get in touch (adam.m.s.martin at gmail.com). I’m sure we can find a way to work together.

EDIT: if you’re interested in these ideas, have ideas of your own you want to discuss, or are just looking for other like-minded people … I’ve set up a Google Group for this at: http://groups.google.com/group/game-studio-manifesto

30 hour working week

  1. 4 days a week, 7.5 hours a day
  2. Salaries are 20% below the going rates; we aim to employ 20% more staff than usual for a given project size; cost is the same, output is the same (modulo an output-reduction/cost-increase due to increased overheads/inefficiencies for larger team size)
  3. everyone takes the same day off. I’m thinking Friday. Friday sound good? Let’s make it Friday. You know that if you’re in the office, so is everyone else (modulo normal holidays, off-sites, illness, etc).
  4. if we ever have to “crunch” and work unpaid overtime, I’m afraid we’ll all have to start coming in 5 days a week. I know, it’s tough.

Self ownership

  1. you own your work: no-one will chase you; informing people of your status, and of delays, is *your* job
  2. you own your project: everything works on Scrum (where the “team” owns the entire process – no producers, no project managers); NB: if you claim to “know Scrum” or be a Scrum Master, or “have used Scrum” and you don’t understand/believe this team ownership thing, here’s a big fat hint: YOU MISSED THE POINT
  3. you own the company: everyone has vested equity (not options) in the company

Mentors not managers

  1. increased organizational power is based on your ability to bring others up to your level. It’s based on your contributions to the other individuals. It’s not based on your organizational prowess
  2. if you cannot mentor, cannot explain complex/new things simply and clearly … you will not advance in the management chain (you should become a Domain Expert instead!)

Your value is what you are paid

  1. This is an implicit assumption in all salary negotiations and performance reviews.
  2. It will also be required to be *stated* explicitly in all negotations and reviews
  3. If your manager believes you’ve got better, they have to increase your pay
  4. If they do not increase your pay, they’re not allowed to give you a positive performance review
  5. There is no point in your career where “Becoming a Manager” is a requirement to get your salary any higher; the only benchmark is “can you further increase your usefulness to the company?”

You have a duty to become the best you can be

  1. Playing games, during company time, is an expected part of most jobs, since we are a “game development company” and you *need* to know what our competitors are doing
  2. Learning new skills, during company time, is an expected part of most jobs, since we’ll always be looking to make use of any “better” new technologies and tools that become available
  3. Not going on paid training courses, not increasing your understanding of our industry, allowing your personal skill progression to plateau … makes you sink behind what your peers in other companies are doing, people who would like your job. Get too far behind and we’ll give it to them. You owe it to yourself, as well as all the rest of us, to make sure YOU, as an individual, are constantly getting better, and learning new things
  4. The structure of the company is explicitly designed to support as many people as possible to become the best they can be. If in doubt, or in difficult situations where no alternative is “easy”, we will err on the side of helping people to improve themselves.

100% Organization-level transparency

  1. knowing what is happening in the organization is a right, not a priviledge
  2. knowing the reasoning behind organization decisions is a right, not a priviledge … from the reasons behind a marketing campaign being run the way it is, to the reasons for the product strategy, to the reasons that one particular tech is being used rather than another
  3. being informed of the progress of ongoing processes / issues is an expectation, not a priviledge … that means that people working on things are expected to proatively inform the rest of the company what they’re up to
  4. transparency overrides privacy (unless forced otherwise by explicit legal requirements)
  5. e.g. the salary someone earns is a personal and private matter – but the salary the company pays to each of its staff is not, and every member of the company has full free right to see that info. The company knows additional things – e.g. thanks to tax law, companies may know of other income their staff are receiving – but those are not part of the company, hence they are not part of the transparency

The buck stops with the directors

  1. any issue that necessarily has to be handled by an individual, that can’t be handled by the “team ownerships” etc, or e.g. is “sensitive” or a private personnel issue, WILL be handled by a named director instead
  2. no manager can accrete decision-making power, unless they are a company director
  3. e.g. if too much power is taken away from teams by directors, by accident or device, the directors will become overworked and will have obvious incentive to push decision power back to the teams

Google 20% time

  1. Problem: it’s either half a day, 12.5% time, or 1 day, 25% time. I’m not happy with either – one whole day makes things much easier mentally for the person to switch, but I’m afraid that converting it to 25% time and having people available only 3 days in every 7 would be too destructive?
  2. As per Google, this is not a right, it’s a priviledge
  3. all 15% time projects require sign-off by the person’s direct manager (with appeal to a director)
  4. all 15% time projects require monthly status presentations to show what’s been achieved, and the manager has to approve or deny continued work on the project

Team budgets – food; drink

  1. every project team has a weekly budget for food, and one for drink, and is expected to on average have one team lunch a week, and one team evening social (with free alcohol) per week

Healthy food; healthy environments

  1. the office will not have Cola vending machines, or ChocolateBar vending machines. *If* it has any vending machines, they’ll be majority subsidised – free, or practically free
  2. the office will have a surfeit of fresh fruit, renewed every day, starting at or before anyone gets into the office
  3. any meeting called before 11am will have some free small fresh food with substantial sugar content (for anyone who missed breakfast. Until they recharge their blood sugar, they’re probably cranky and irritable – and irrational – or simply silent and unthinking, like a robot, and make everyone else suffer because of it)
  4. choosing to hold meetings physically outside the office, e.g. in local cafes, and having the company pay for coffees and snacks, is a right, not a priviledge, for all employees

Remote working, and Online Working

  1. at any given time, we aim to have a substantial minority of staff working remotely / telecommuting, e.g. around 20%
  2. remote workers can expect slightly lower salaries than their full-time equivalents; the company gets more value out of people who are co-located – but it makes all of us work better to have a mix of co-local and remote colleagues, so we welcome the presence of remote workers
  3. all employees are required to be online and available *and reactive* on IM during all working hours
  4. all development systems and tools will support remote working by default (e.g. remote compilation, remote builds, remote deployment, remote access for all internal systems). This is one of the ways that having remote staff makes our overall operations better: better tested, more robust, more adaptable
  5. all employees will have their own password-protected SSH keys stored on a free USB key; all company systems will work on SSH key-based auth; all workstations will be configured to do single-sign-on using the individual’s SSH key – no passwords required

Guards against the unscrupulous

  1. all ownership is only part-vested, tied to time served AND ALSO personal performance targets. This will take substantial time to invent/negotiate on a per-person basis (I know, I’ve tried. Sometimes, I’ve given up on it, because it was so much effort. But … in the short and long term, its worth it)
  2. managers have more time to look for problematic individuals, as they’re freed of some of their normal duties in other companies
  3. teams, being self-owning, have the power and the incentive to reject any failing members. Over time, failing individuals will either change, find teams that do welcome them, or find themselves conspicuously under-employed, making them an easy target for management attention (this does not imply “firing”, it’s up to the management what action they take, but they clearly now have staff they’re paying for and getting nothing from)
  4. directors have a lot of burdens of responsibility under this system; they also have a lot more visibility into the company’s status than in a standard company, so more chance to fulfil their responsibilities
  5. most of the processes are designed to be self-healing/recovering when encounting unforseen problems: the teams and individuals that do the bulk of the actual *work* are self-owning, the managers whose roles are mostly shepherding are largely disempowered to break anything, any unusual problems fall into the laps of the Directors who already have total legal power to enact whatever is needed anyway, etc.

Next steps

Please help me debug this thing … add your own suggestions, or highlight the flaws in what I’ve written, or point to evidence both for and against the realities of what might work … etc, etc, etc.

Categories
entrepreneurship games industry

Leaving the IGDA(3) – Holding a mirror to the games industry

So. After the recent events (1.Background and 2.What Happened?) where the IGDA Board has triggered a PR “FAIL”, and in passing made a mockery of the IGDA’s own flagship initiatives … does it matter? Does anyone actually care what the IGDA does anymore – especially after how it’s handled this matter?

Yes. Very much so.

Because when you look at these IGDA-specific events you can see a partial microcosm of the games industry at large, played out on a smaller scale, and more explicitly than in many places.

The massive problems that the IGDA has are the same as some of the problems that pervade the industry. The issues that some commentators (and the IGDA Board!) even now fail to appreciate or understand are the same issues that face studios across the world.

Issues? What Issues?

Is Exploitation part of the American Dream?

IGDA Board Member:

“Mike does it by compensating his employees richly.”

TCE Member:

“No, Mike does it by compensating those employee’s willing to work extended hours at the expense of their own lives, richly.”

TCE Member:

“My favorite was the guy saying “You join a company to make a game… it’s like joining a rock band. Do you think rock stars work 40 hour work weeks when they’re on tour?”

No… they don’t. But we’re not the “rockstars”, you are. You make the money, and we’re the f—ing roadies. F— off.”

Funny. It seems that the boss gets the money, the power … and when the recession strikes, or the budgets were “mistaken”, or bad decisions are made, it’s the employees who lose their “not guaranteed” bonuses, and get “made redundant” … but it’s the employees who should be working 80 hour weeks for the priviledge.

But it’s all OK, apparently, because … you don’t have to work for a living if you don’t want to (at least, if you’re a Studio Director you don’t – you’ve got all that money and all those second homes to live in).

Issue Summary

The Free Market – where anyone can choose freely to buy (or not buy) anything – is a theory, not a real-world model. People need to eat. They need homes. They need … jobs.

It is NEVER valid for a manager to excuse exploitative working practices with the declaration “You chose to work here”; they are still exploitative, and the manager is still morally and ethically wrong.

(where does this end? A proposed pricing model for life-saving drugs is “take the future life earnings of the individual, and charge them close to 100% of that, even though that is several thousand times the cost of manufacture. They should be grateful that we’re giving them the chance to prevent their kids being orphaned and dieing of starvation”. Would you be grateful? Is that how you envision a civilized society?)

When you “stand for” something, you have to actually STAND for it

IGDA Chairwoman:

“I don’t think it’s the role of me, the IGDA, or any other organization to tell an individual what kind of workplace they should choose.”

IGDA Board Member:

“I would not use the model that Epic does and I would not work for a company that does.

I’m fine with Epic recruiting only the folks who want to work long hours and make game dev their life. That leaves thousands of great employees for Kaos and other studios committed to 40-hour work weeks to steal away”

Issue Summary

Beliefs are not something you pick up and set down when it’s convenient; you either believe them, or you don’t.

If you are one of the people running the organization that explicitly describes it’s campaign for “Better Quality of Life in the industry” as one of it’s most important activities, you had damn well better believe it – or resign and make way for someone who does.

Why do so many professionals have so little faith in the IGDA?

TCE Member:

“I’ve gone to the trouble of registering on the forums simply to answer this point. I’m not an IGDA member and with comments like Mr Capps’ being essentially defended by the board I have no intention of joining.”

TCE Member:

“Ignoring the QoL issues involved for a moment, it also unbalances the industry for all well-managed companies, be it clothing or games, who do not resort to such exploitative tactics by creating an uneven playing field for competition.”

TCE Member (?):

“If i’m honest, this is a ridiculous model. Can you imagine trying to source funding, outside of the games industry, on the basis that it might make you rich if everything goes to plan?

This is the whole problem with the games industry. I do not understand how anyone can defend this sort of position. It is untenable. Sure occasionally it works but once it has worked it is not a viable method to continue your business around. Its all about risk. Unfortunately you are putting that risk on to your employees and that is wrong.”

TCE Member (?):

“As a slight aside I will also say that the reason I never did and will never join an organisation such as the IGDA is because they cannot change that which the board has a vested interest in.”

Response, from IGDA Board Member:

“I will defend Mike and the others on this board unfailingly because the bottom line is that they are good people who are trying to do good things for the industry.”

Issue Summary

If the IGDA is supposed to make the industry better – a better place to work, a creator of better products, a better contributor to the lives of people who consume the products – then it needs to *improve* the industry.

It is not enough to simply say “it’s a world of free speech, I’ll defend every opinion to the death” – you have to actually have an opinion of your own, and you have to push it, everywhere.

Who does all the work around here?

IGDA Board Member:

“To be frank, the complete lack of support and involvement from the membership has been totally disheartening. Production level developers dropped off of the Taskforce and Roundtable discussions about this initiative at GDC a few years ago were universally empty with a total of 5 individual developers attending all 3 sessions. There were actually more Taskforce members and HR people from studios in attendance that there where individual developers. ”

IGDA SIG Chair:

“people can identify that there’s a problem, but the workers suffering most by definition do not have time to volunteer at anything – let alone something that might get them fired.

depending on meetings at GDC… yikes. The people who feel most strongly about this issue are not the ones who can afford to go to that conference (and again, by definition their companies are not paying them to go).

I believe we’ve made a real difference in the industry. Maybe not a difference everyone likes or agrees with, but when this SIG started in 2002 nobody would even think to put up a list of “Top 20 Game Writers” on Gamasutra. ”

IGDA Chapter Co-ordinator:

“I do my damn best to make the Boston chapter a useful and good thing for our local community.

Here are the basics of the Boston chapter:

Here’s what we provide:

So, IGDA broken? Sure, in places. IGDA useless? Not in Boston, that much I can say.”

IGDA Chapter Co-ordinator:

“But Jason, we can’t just sit back and say, “Hey, we formed some committees and we’ve scheduled some meetings: come one, come all, time to GET INVOLVED.” That doesn’t work. It never does.

When I was helping grow the Boston Chapter, it wasn’t enough to just hold the meetings and expect people to show. We had to provide incentives. We had to inspire people to show up. For the chapter, that was beer, food, and an informative speaker every month. And even then I had to personally reach out to hundreds of devs and harass them every month just to get them out to their first meeting. The incentives really only helped *retain* attendees.”

Issue Summary

Ah … here’s where I get a little controversial. Here’s the thought I’ve had but never voiced, even to myself, for a long time – it was too close to the bone. But hey, if I’m leaving, I might as well come clean with myself and everyone else.

The SIG Chairs actually do stuff. They make things happen (with very little overt guidance from the central IGDA – instead they have to make it up as they go along). They don’t tend to hold a lot of meetings (although a lot do, it usually very quickly goes nowhere – I know, I’ve made those mistakes myself).

The Chapter Co-ordinators actually do stuff. They run real-world events. They (with very little help from the central IGDA) get people to do things that others talk about, only … they actually get them to *do* it.

The Board?

I’d like to apologise to Tom Buscaglia here, in the interests of fairness, because in this exchange I used him as an example of people saying, not doing – whereas in reality I think the QoL program *is* doing things. So … I’m sorry.

HOWEVER … I suspect that if it were being done by a SIG or a Chapter, it would have been “done” a lot sooner – even if a lot “less well”. Chapters and SIGs live or die by their rapid, substantial results. The wider IGDA doesn’t seem to.

Again, an apology – I don’t know the details of why the QoL stuff is taking so much time, despite Board-level direct involvement, and IGDA’s not inconsiderable resources, and there may well be (probably are!) reasons outside of Tom’s (and the other members) control. But the problem here is that if you take *so* much time over things, maybe you lose more from the delay than you gained by doing it properly. Maybe not. It’s not an easy problem.

The End

I haven’t even broached all the key topics here. For instance, there’s the issue of people in other industries claiming that because *they* routinely work 50 or more hours a week, it’s pathetic of people in the Games Industry to complain about it.

(so what? your work is different, the effect on people’s lives is different, the careers you lead are different. Even if it were all exactly the same … does the existence of your poorly-run industry somehow “invalidate” the suffering in our industry? Of course not)

But I suspect most people have already stopped reading by now :).

Categories
entrepreneurship games industry

Leaving the IGDA(2) – What Happened?

(if you’re not sure what the IGDA and TCE are, read the Background post first)

This post lays out the IGDA event where (IMHO!) the IGDA’s own Board undermined the IGDA’s most famous public initiative, and what the Board said about the matter when challenged over it.

2008 IGDA Leadership Forum

At a public IGDA event a few months ago, the “2008 IGDA Leadership Forum”, there was a session where two of the 12 IGDA board members (plus one about-to-be-board-member) spoke on the topic of working practices within the industry. The event was specifically about “Studio Heads” – i.e. people who run studios, and their particular insights into running the businesses (the board members in this case were also studio heads).

One of the speakers/board members, Mike Capps, the CEO of one of the most famous game developers (Epic), made some very clear comments about his own thoughts on QoL. You can see the video here (Mike’s comments are at about 21:00).

The video for this event went up a few weeks ago, and a TCE forum member posted a link for comment.

I suggest you watch the video, otherwise you’ll be in no position to make up your own mind and appreciate the issues at play here.

Grossly over-simplifying (read on, there’s a proper summary linked below), Mike’s comments sparked outrage and fury among the professional developers (remember: there are (practically) no fanbois on this forum; you have to be a professional game developer to get in; the vast majority of people there are extremely well informed about the issues within the industry, because they’re actually inside it)

Fixing the IGDA

Discussion on TCE raged on and on about this. The core issues at stake were not new – dismay at studios justifying treating their employees like crap, hope at various ways we can change this/it’s not so bad as it was, the role of the IGDA and other orgs in pushing for change, etc.

But this time was slightly different. Because:

  1. The comments were aired at an official IGDA event
  2. The IGDA event was the first conference that is wholly owned by IGDA (instead of being attached to a commercial partner’s larger conference, e.g. GDC)
  3. Half of the speakers on the panel were IGDA Board Members
  4. The IGDA made no attempt to refute/rebut/distance itself from the comments
  5. Simultaneously with this forum debate, the IGDA Board Elections were underway, and votes were being taken for the next 4 Board Members to take up 3 year terms starting this year

A lot of (fair, if sometimes extreme) condemnation was levelled at IGDA, both over this series of events, and it’s symptomatic relevance to the bigger, wider problems of the IGDA. These events did a pretty good job of exposing one of the biggest rifts within the IGDA:

What is the IGDA for, really? And does it succeed at that, or fail?

One of TCE’s members felt that there were a lot of good points, and a lot of great examples of just how offensive developers found the IGDA’s actions here. So, he went and asked for permission from each of the members to include their comments in a letter to the IGDA Board; you can see the results here:

http://www.igda.org/Forums/showthread.php?threadid=34741

IGDA Board response

“So long as Epic is honest with their employees about their expectations, I don’t think it’s the role of me, the IGDA, or any other organization to tell an individual what kind of workplace they should choose.” – Chair of the IGDA Board

One of the TCE members, who was not an IGDA member (allegedly because of his lack of faith in the organization), was moved to register on the IGDA site merely to respond, publically:

“IT IS NOT OK, EVER, TO EXPECT PEOPLE TO WORK MORE THAN 40 HOURS A WEEK.

If IGDA is so utterly incapable of seeing this while twittering on about its QoL efforts, it’s a totally lost cause and should disband, or own up to its utter impotence as a vehicle for real improvement of working conditions in an industry that needs that change desperately.” – Brian Beuken

(TCE members generally cheered Brian on, although maybe with slightly differences in the details)

What response did that (and other similar comments) get from the IGDA board?

“We support the initiative of the IGDA, which is to make the industry a better place for game developers, and we all do it in our own way.

Mike does it by compensating his employees richly. I do it by teaching and preaching a 40-hour work week. That said, I will defend Mike and the others on this board unfailingly because the bottom line is that they are good people who are trying to do good things for the industry.” – Another IGDA Board Member

…and there’s a bunch of other commentary from key people in the IGDA or in TCE. Go ahead, read the IGDA forums thread (http://www.igda.org/Forums/showthread.php?threadid=34741). Notable contributions include:

  1. The Chair of the IGDA Board
  2. Several other Board members
  3. The President of the IGDA
  4. The Chair of one of the IGDA SIG’s
  5. The Chapter Co-ordinator of one of the larger IGDA Chapters

My involvement

The IGDA has three branches: the general (15,000+) members, the Special Interest Groups (Online, Casual, Writers, Accessibility, etc), and the Chapters (city-specific social/meeting groups). Having run one of the SIGs since 2005, I’m now quitting the IGDA over this issue.

I stood for election to the Board this month, and those 15,000 members didn’t vote me in. This means two things.

Firstly, I don’t have the opportunity I’d hoped for to change things for the better as a Board member. I stood for election specifically to make the org more pro-active in not just talking about the things it stands for, but actually making them happen.

Secondly, the membership at large have proven – diplomatically – that they don’t agree. There’s no point fighting for an organization that’s made it so specifically clear that it doesn’t believe in the things that you believe in.

With this issue in particular, if it can’t deal with these issues even internally, it’s got a snowball’s chance in Hell of fixing them in the wider industry.

So … I quit. I’ve got some IGDA commitments at GDC next month, which I’ll obviously see through, but after that, I’m standing down as a SIG Chair, and having nothing futher to do with the organization.

Next…

…why this has wider significance than the internal politics of a single non-profit organization.

Categories
entrepreneurship games industry

Leaving the IGDA(1) – Background

This is a series of posts about one of the big problems facing the games industry: honesty, exploitation, standing up for better quality of life, and actually “doing, not talking”.

IMHO it has added poignancy given the vast layoffs that have taken place across the board in the past 12 months. I’m splitting it into sub-posts so that the people who already know e.g. all the background to where we are now don’t need to trawl through it to get to the commentary.

I bear no personal ill-will to any of the people involved, and I don’t hold their opinions against them; in some cases I strongly object to the things they’ve said as spokepeople of their organizations, and I disagree strenuously with some of the opinions, but none of that makes them bad people. Although it might well make the organizations they represent into “bad organizations”…

IGDA: International Game Developers Association

(http://igda.org)

Formed some 8 (?) years ago, but in reality only really an independent organization for the past 4 (?) years, the IGDA’s vaguely-worded mission is to represent “game developers” in all forms, and make things better for them. It is non-specific whether it stands for “developers” as in “individuals who develop” or “developers” as in “development companies”, although there tends to be an implicit slant towards the former.

Alternate Reality Games (ARG) SIG: A “Special Interest Group” of the IGDA

(http://igda.org/arg)

Formed in 2005 by myself and 10 other people, our mission is even more vaguely worded :). But something along the lines: provide fora and support for ARG developers to meet each other, learn from each other, share ideas and advice, discuss developments in the industry, and generally just meet and talk to like-minded people.

IGDA Board Elections: 2nd Feb 2009 to 24th Feb 2009

(http://www.igda.org/board/elections.php)
The Board consists of 12 elected volunteers, who each serve 3 years, with 4 of them re-elected each year (so there are always 3 tranches of directors at any one time).

This year, I put myself up for election. I felt that despite all the good things IGDA was doing, it was failing in a couple of key areas to do with its role in the wider world of game development. It needed to get a lot more pro-active. It needed to stop just talking about what people should do, and do more to make them, and help them, to get there. Too many people have no idea what the IGDA is, even in a vague sense, and I wanted to fix that too.

TCE: The Chaos Engine

(http://www.thechaosengine.com/)

An internet forum that – unusually – is private, and enforces reasonably strict membership criteria. You must be:

  • A professional employed in the games industry
  • Not a manager
  • Work in the “making games / shipping games” part (i.e.: not PR, not HR, not Finance, etc)
  • Not a journalist

In essence: it’s a place for people who actually make games, with all the attendant joy and suffering, to talk freely with other knowledgeable people, without the presence of rabid fanbois who know nothing about what they’re talking about, and without the constant fear that an unscrupulous manager or HR drone is reading your every word and looking for excuses to fire you.

The stage has been set … read on to What Happened?

Categories
agile community computer games entrepreneurship games industry massively multiplayer

How can we make a Europe-wide MMO Publisher?

(4 posts in one day? Yeah! Too busy to be regular right now. GDC is on the way)

At the end of my commentary on the formation of NC West, I added almost as an afterthought a little comment about Europe and the MMO industry:

there’s a gaping hole in the MMO sphere. For someone bold enough to step into that hole, you could “own” Europe’s online gaming industry for the next decade.

Since I wrote that, surprisingly many people have commented on it both by email and in person, either along the lines of “look who else missed the opportunity” (Jagex, Ankama, Bigpoint, Gameforge), or along the lines of “yeah!” (count me in) … or both.

So, I wonder: what *would* it take, right now? If you have ideas, post them here. I’ll be at GDC in 3 weeks time, and I’d be more than happy to pitch this as a credible plan, if you come up with a comprhensive-enough plan. It’s a lot more expensive than any of my own humble plans, but in many ways I find it a lot easier to justify, financially. And I’m not even trying (it’s just a game for me right now, idly imagining what I’d do, if I were Jagex, or Ankama, or Gameforge, etc).

Wishlist time. Over to you, Dear Readers…

Categories
entrepreneurship games industry startup advice

Pragmatist’s view of Corporate Culture?

The IGDA Leadership conference 2009 just launched their call for speakers.

The form is pretty brief, so I wrote some personal notes on what I’ve just submitted (so I don’t forget if/when they accept the talk!). It just occurred to me that a large percentage of my blog posts are, essentially, about Leadership in companies (anywhere) and the game industry (specifically). So, I’d be interested in any comments on this skeleton outline.

1. it changes your reputation
* your reputation is the biggest influence on your hiring-applicants
* your business is based mostly on people (games industry specific!)

2. it changes your collective happiness
* unhappy people do different things: cause problems, stop working, stop caring, suicide-by-cop
* happy people: … be the best tehy can be

3. culture is formed by perception
* it’s not what you say, it’s what you are NOTICED to be doing

4. internal and external culture
* they improve and sink independently
* …but one can pull the other up (or down)

5. changing culture
* very steep change-curve == very hard, but then … very sudden massive improvement
* starts with: who are you going to fire?
* c.f. “perception” of belief, not the statement of it

6. cultural “tells”
* what does your employent contract say?
* what is “a manager” in your org?
* how are projects structured in terms of people + human-roles?
* how much do you pay?
* what does the man-on-the-street think you are?
* what do you do when times are hard? (hard questions, hard problems, hard money problems, etc)

7. shining examples
* e.g. this

8. flaming failures

Categories
amusing games industry recruiting

Dear [Recruitment Agent / Hiring Manager / HR staffer]

I mean this in the nicest possible way:

I suggest you save us both some time: have a look at my LinkedIn profile, and see what I’ve done – http://www.linkedin.com/in/adammartin – it’s shorter and clearer than a CV/Resume, too.

If you find that you have something that would interest me, personally, then feel free to email me and explain why.

If not, I suggest you don’t contact me again.

I’m sorry, but if you don’t have a specific position, with salary range, or you cannot send info in advance, or can’t answer some question I’ve already emailed you … then I’m not interested in talking further. I don’t want to speak to you on the phone. I don’t want to meet you. I don’t want to email you info about my previous work history. This may seem extreme to you, but I’m guessing you have no idea how many blind job offers I receive every single week? Enough that I don’t have time to reply to every single one of them with the same info over and over again, I’m sorry.

(Note to readers: Sorry if this turns up in your RSS; I’m now actively forwarding this link to recruitment agencies, as I’ve received several enquiries in the past week where they didn’t visit my blog, and I had to copy/paste sections from my rather less forgiving / tongue-in-cheek Open Letter to Recruitment Agencies)

(Note to recruiters: Feel free to follow the above link. Try not to take too much offense if you do, and please try to recognize that many of your fellow recruiters are an awesome waste of time for those of us who actually work in the industry)

Categories
computer games games design games industry

Jagex: Runescape is not Freemium / Free-to-play,pay-for-stuff

This is IMHO a very important point. I don’t normally tell people this – I’m quite happy for them to go around misunderstanding RS, Club Penguin, HH, et al and screwing up instead of providing credible competition for me :). But since the new CEO has just said it:

“RuneScape is different from all other MMOs in that the free game has an epic amount of content (we’d estimate over 2,000 hours worth to get all your skills up to 99 and complete all the quests) and isn’t merely a demo for the members’ version. If anything, we see the members’ version as an expansion pack for those that really love the game”

If you’re citing Runescape *anywhere* in your design, development, funding, or revenue models (or even in your secret dreams of success), you’d do well not to miss this distinction of what the RS free version is. Remember this: it was designed and built as a free game, not as freemium game. The subscriptions were never part of the plan, and the extra content for them was added on as an afterthought. If you want to go head to head with RS with your own “free” content, that’s a high bar you have to hit.

Speaking of the new CEO, Nicholas Lovell has some thoughts on what happens when you have a CTO and and a CTO run an MMO company together.

Categories
entrepreneurship games industry massively multiplayer

NCWest: Stage 1 complete; Farewell, European MMO Industry!

Yesterday’s announcements of layoffs at NCsoft (both in USA and Europe) caught many people by surprise, judging from the number of emails and conversations I’ve had where people have brought it up. I think it’s interesting to try to understand why this is happening, and given Scott’s point that this is really not the right way to do layoffs (bits and pieces at different times), then to look at how it could in this situation be done better (if it could; that may not be possible).

But in terms of the surpise? No. I find there is no surprise here. There’s IMHO two major things going on.

1. Clean up the mess created last summer in Europe

From yesterday’s announcement:

“The European office is transitioning to have a stronger focus in marketing and sales”

Last Summer, they made redundant the entire Development division of NCsoft Europe. Traditionally, in games, you have Development and Publishing. In online games you have a third major wing: Operations/Support.

Publishing and Ops have to be / should be local to the country(ies) where they are being sold – it makes things much cheaper, and it makes things more successful, as the staff are actually immersed in the culture and timezone of the people they’re selling to or serving.

I was a little surprised when the Dev division was cut that it wasn’t done cleanly. As Scott points out “Hey, management? You’re doing it wrong”. If you get rid of Dev, then certain other things HAVE to happen:

  1. Get rid of all Dev-sub-depts in their entirety – including things like QA, that “can” have a foothold on the side of both Ops and to a lesser extent Publishing. If you’re actively *cutting* dev, then that QA dept (as an example) is an abandoned outpost that will get left to rot, politically speaking, and you can guarantee it will be starved and eventually killed (or die of hunger)
  2. Get rid of a large chunk of Publishing and Ops that are *not* part of Dev, but are co-supporting of them. If you had a Dev division, you would have built up extra resource in those areas; that resource is now under-utilized. If you’ve had to do something as brutal as destroying your Dev division, you clearly are desperate enough that you need to be making those cuts as well

NCsoft Europe did *some* of the above – but clearly not all. I’m not expecting you to tell from the headcounts (that would take some effort with LinkedIn, or buying beers for a few people after work) – there’s an easier way: look at what “departments” still had staff. Once the redundancies had completed, there should have been *no-one left* in a bunch of departments that – in fact – were left with a handful of lost, abandoned, individuals.

Going back to that press release, what it really meant was:

“The European office has finally implemented the strategic plan from last Summer, so is transitioning toeffecting immediately have a strongerpure focus in marketing and sales”

Cutting Development in 2008 meant one thing: NCsoft Europe was now purely an off-shore Publishing division (coincidentally, back to its historic roots). In the games industry that means you are (in decreasing order of importance): Sales, Marketing, Localization. You’ll be lucky to keep anything in teams like QA because there’s no need for QA to work hand in hand with sales teams – they could be located anywhere (unlike QA + dev, which really need to be colocated). In some companies, with the number of people remaining relatively small, the CEO’s would have left the abandoned people to sit in their jobs not being very useful, while the management got on with bigger issues of trying to do whatever the strategic plan was that they were doing. But that couldn’t happen for NCsoft, for reason 2 (see below).

PS: I like to believe that the reason it took so long for this week’s cuts (in Europe) to happen is largely that the exec team in Brighton were trying hard to keep as many good people within the company as possible. I don’t know Geoff Heath (the CEO) well, but he’s always come across as genuine and proactive in his concern for his staff. The rest of the exec team also – whatever their faults and failings – have tended to put a lot of effort into “looking after” their people, whether or not it’s worked.

2. Convert the overall company to “how it should have been run back in 2001”

Last summer’s re-organization in NCsoft America was all about giving total control of the non-Asian subsidiaries to ArenaNet. Reading news articles etc, I do occasionally wonder how many people grokked what had happened. A quick summary…

All this waffle about becoming “a unified organization under NC West”, and the reporting by bloggers and journalists that this was “consolidating” the subsidiaries and offices (they were already consolidated, you know) … what a load of crap. Follow the money, guys: who has the power now, and what unites those people? And if the answer is “nothing”, then ask yourself: who stands to benefit from an exec team comprised of individuals that are likely to be in conflict?

Look at the Directors of NC West:

  1. Jeff Strain – Co-founder of Arena.Net, Director of Arena.net
  2. Chris Chung – Director of Arena.Net
  3. Pat Wyatt – Co-founder of Arena.Net, Director of Arena.net
  4. David Reid – only started working at NCsoft 2 months ago

Notice a pattern?

So NCWest was simply a handing over of the reins of power from the OSI Mafia (ex-Origin people such as: Robert Garriott, Richard Garriott, Peter Jarvis, Starr Long, etc) to the Arena.Net Directors (the only one who stayed behind was Mike O’Brien, who now runs Arena.Net).

Remember that Korea acquired not one but two studios early on in North America: the first was Destination Games, which developed the tragically failed Tabula Rasa, and the second was Arena.Net, which quickly (note) developed Guild Wars, then a bunch of expansions, and is now well on the way to shipping Guild Wars 2.

This is “acquire experienced and skilled American game-developer Directors, and get them to run our non-Asia subsidiaries … attempt 2”.

Which should also point out something pretty obvious (to me at least): Chris Chung has a heck of a lot riding on the success of the revamped NCWest. ArenaNet’s top team has to show that it can do what the Origin team failed to do. They’ve been waiting in the wings all this time, implicitly saying “we could do better than that”, and now they have to prove it.

He’s / they’re re-arranging the entire company to fit with “how we would have done it in the first place if we’d been given the chance” (or something like that).

Doing it Better

I have two criticisms of what’s going on, and neither seems to be shared by the general press. Which either suggests I’m very wrong, or I’m very right. Your choice. Guess which one I’m going for :).

1. Too slow

If you’re reforming a company, do it lightning fast. If you’ve been at that company, playing the politics, for 5 years, you ought to have a battle plan in mind well in advance of being “officially” given the reins. There are always reasons that you “cannot”, from the operational to the legal.

But I’m sure that’s what they said to Lou Gerstner at IBM, and he proved wrong, when he fired the entire middle management, worldwide. I bring up this piece of history regularly, because it’s an excellent reference point: if one of the biggest, most bureaucratic companies in the world can do “the unthinkable” then what excuse does everyone else have left for not going far enough themselves? The redundancy pay-outs cost IBM so much money they booked a sudden loss that year greater than the GDP of entire nations. But they did it.

The “what would we do if could break the rules…?” game was one I played at NCsoft quite a bit; I needed to second-guess what would happen, given the long lead times of any development, organizational, and tech issues, if/when failing teams, projects, and managers got cancelled (as they did). Lots of other people were playing it too. It’s much scarier to actually have to put your thoughts into practice and risk being wrong, so some “more serious” prep may be needed when push comes to shove, and some paralysis is understandable (but still not acceptable). But with all the time we had, the extra due diligence shouldn’t have been necessary. Courage of convictions and all that. I’ve become a fan of moving as fast as possible (although even at NCsoft I still had crises of confidence and over-analysed some of the risky situations, and was fortunate to work with better people who simply said “stop worrying, run with what you’ve got, it’s planned more than well enough already”).

2. NC Europe is screwed

NCsoft had the opportunity to create a giant of the MMO publishing world in Europe; Europe is screaming out for it and just needs a banner to rally behind – and a visionary exec team to say “we’re going to turn Europe into an online gaming powerhouse”.

Europe is a bigger market than the USA (by some 30% or more).

Europe has no multi-title successful MMO developer or publisher.

The UK alone has a lesser but comparable level of mainstream game developers and output of titles to the US (UK currently 4th in the world behind Canada).

So … the development industry is here, less so the publishing industry (although there’s a lot of mid-sized publishers spread through Europe), but there’s a gaping hole in the MMO sphere. For someone bold enough to step into that hole, you could “own” Europe’s online gaming industry for the next decade.

Missed opportunity? Hell yeah.

At the end of the day, I eventually realised that NCsoft won’t do it for one simple reason: Korea still probably doesn’t quite understand how they managed to go so badly wrong with the Garriott brothers as the founders and owners of NCsoft North America, and wouldn’t dare risk another, independent, self-managing, ambitious subsidiary *anywhere* in the world. The Asian subsidiaries are all kept on a very short leash and get practically no independence from the Mothership (in Seoul) at all – the whole western conceptualization of subsidiaries is already anathema to the Koreans.

If anyone out there is interested in taking over Europe like this, drop me a line. I’d love to join in.

Categories
games industry recruiting

Shaming the recruitment agencies – Lorien

(today Lorien joins previous awardee Aardvark Swift)

There’s an insidious new form of spam on LinkedIn: people posting job ads on the linkedin forums. This is particularly stupid because you lose all the benefits of LI’s built-in job search system.

I saw a great one today from Lorien plc (clearly, not an agency you want to work with).

Forum: Video Game Industry Executives
Description: “for Gaming Industry Sales, Marketing, PR & Digital professionals”

Post:

We are seeking experienced C++ Games Developers just like you for a permanent oppurtunity in Scotland. Send your CV now to Ahmid.Nawaz@Lorien.co.uk or call on 0131 718 6396

OK, so a few tips for Ahmid:

  1. Tip: Use a spell checker when spamming job adverts to unrelated groups.
  2. Tip: Don’t spam unrelated groups
  3. Tip: Don’t spam job adverts on a site that has a dedicated Jobs section
  4. Tip: Fix your webserver so that when people go to http://lorien.co.uk they don’t get a “site does not exist or is not working” error message
Categories
entrepreneurship games industry startup advice

A game dev studio made of Graduates

Someone emailed me recently to say he’s setting up a new game development studio, and that (for various reasons specific to his situation) the company will consist of around 90% recent university graduates. Without asking for details, I can make a pretty good guess that there’s government funding involved – I’ve previously seen grants aimed at game studios with similar constraints everywhere from the UK to Singapore. Probably this one is tied to a local University (that’s another classic government thing, especially in the EU: grants that have to go to “industry/academia equal partnerships”).

As he says, it’s an “interesting” challenge. Oh, yes. He invited me to blog about it (yes, I know – it’s a way of avoiding paying consultancy fees, but what the heck), so here’s some thoughts. At least this way I can record/archive some of what its like to be a recent Graduate before I get so old that I completely forget where they’re coming from.

(I’m not a recent grad, but I’m not yet old enough to have forgotten being one)

Where do you start?

In the past, I’ve seen people start with the management team. Then move on to the senior staff (hey, he’s got 10% of the company to play with), decide who’s needed, fit them to potential projects, etc. And finally – working with all of those people in place – finding and hiring all the Grads.

But … my first inclination would be to play to the strengths and weaknesses of the majority of your staff. In a brand-new startup with a team that don’t know each other the influence of each individual on the overall success/failure is disproportionately strong. Over time, as things become more settled, influence starts to becom proportional to seniority, experience, and knowledge. But not initially.

i.e. in this case the graduates.

Graduates

In my experience, graduates everywhere (including at least some parts of Asia, although I’ve mostly experienced Koreans not Chinese) are young, naive, eager, foolish, and fearless.

Specific universities mould their grads into having a very different set of characteristics, but assuming you’re picking bright, interested people, then those 5 are always present no matter where they schooled.

Personal Projects

They thrive on being given their own little projects that are their total responsibility. I think this is driven by two things, certainly in tech. Firstly, a fear of becoming the invisible cog in a giant machine that all adults have appeared to be to them, at a time when they’ve only recently found themselves and found their own uniqueness.

Secondly, I think most grads find University is the first time they start to experience personal responsbility, a move away from the family, no longer entirely dependent upon (and sheltered by) their parents. Some people become very independent during uni, others only just dip their toes in the water while there. In most countries, uni straddles the age of majority, and grads find themselves starting to be treated as adults by their society – one of the biggest parts of which is the expectation that they will take personal responsibility.

Clone Wars

I think a lot of people in this situation feel tempted to embark on a clone of a known game. The idea is that this will make up for the lack of experience by obviating the need for decisions on key game design and implementation issues: you don’t have to think, you just just play game X an extra time and “do whatever they did”.

That can work. As a recent example: so far as I can tell, it’s what a lot of the early F2P Chinese developers did – cloned Korean F2P games and just tweaked the “shallow” content (story, plot, theme, geographical location, etc – all the non-programmatic stuff). They’ve all done very well out of this.

However … as soon as market expectations ramp up, cloning becomes extremely difficult. You cannot afford to get “stuck” because you can’t figure out “how” the original game achieved something. With a team of veterans, you have an encyclopaedia of knowledge of techniques in their heads, and usually for each trick the original developer used at least one person on your time already knows that one. Where that doesn’t work, all your veterans each have a bag of tricks and hacks and band-aids that they can use to fudge it; nothing will slow them down for long.

(incidentally, China is probably well into the secand wave of MMO development by now, meaning that new studios there have no chance of doing the “clone + make lots of money” route; the developers that did that are now worth billions of dollars, and they’re already pushing the minimum quality bar up very, very high)

In the end, I think cloning is a bad fit for a bunch of grauates. If you get the timing just right, they’re a very cheap workforce to do it with, and they have too little self-esteem to object (see below). But at any other time, it plays on their weaknesses, and invalidates a lot of their strengths.

What graduates are good at

Grads are great for churning out large amounts of repetitive content. To them, everything still has a newness and freshness that makes even boring tasks interesting (up to a limit). This is partly why they get so “abused” by companies “eating them, chewing them up, and spitting them out”: they’re a cheap but skilled labour force. The mistake a lot of companies make is that grads are also smart enough that they see what’s happening. They’ll eat dirt for a while, having decided that it’s a fair exchange for the work experience and the knowledge they’ll gain both immediately and later.

I think a lot of companies are surprised that despite being more willing to eat dirt than other workers, grads also tend to rebel much sooner. In their minds, it’s a contract, and if the company doesn’t hold up its side of the bargain, they can easily go elsewhere and try again. Older workers have ties (families, fear of finding an equal new job, etc), but grads are both too young and too inexperienced to have picked those up; they can leave easily (or believe they can).

(IIRC South Korea has an interesting take on this: the grads can’t leave, by law, at least in the game development companies. Many of them are avoiding doing their National Service by working at a “critical industry” company instead – if they quit, they’d have to take up their NS place and run around in the freezing cold shooting at each other. Although it only buys the companies 2 years of immunity per grad, I’m sure that has been a huge boon to the SK tech industry)

Grads are also great at innovating, especially in stupid ways. They don’t have wisdom, so they don’t know that stuff won’t work, and will happily do it. Older/maturer grads start to develop suspicions that things might not work, and still charge ahead, but with some doubt; younger ones don’t even realise there’s a possibility of failure.

It’s a bit like an early hand-made gunpowder cannon. It can be a total disaster. And it can rarely be channelled, certainly it can’t be aimed with precision (by definition, the grads ignore the channelling efforts of their managers). But it can be pointed in vaguely the right direction…

Grads also don’t mind having their feel pulled out from under them so much. Upheaval and U-turns by management can give more senior staff cause for fear, especially those that have experienced incompetent management in the past. Where your management is strong, and gifted, and making a difficult decision to U-turn early in response to new realisations / better understanding of the situation, you can end up having to put a lot of work into allaying the fears of panicked workers. (of course, many good management teams underestimate the need for this, blindly expect their staff to trust them implicitly (ha!), and cause an even greater panic, and/or catalyse individuals into becoming the worst of themselves. Then they fire some of their best people, naively thinking they’re getting rid of the worst).

I’m not saying Grads enjoy this, just that they handle it much more easily (although some love it – it’s giving them *even more* of that all-important “real-life work experience” and the coveted “industry knowledge”).

Middle Management

A little story: when I was the CTO at one startup, the majority of our first fifteen or so employees were doing their first or second ever full time job. If I’d had the choice, I wouldn’t have done it that way. Not because of complaints about the people (people are great or terrible largely independent of their level of experience), but because the *collective* lack of experience made the overall team a lot less effective and a lot more fragile than it should have been.

(by the way, this story doesn’t reflect well on me :). I’m sharing it in the spirit of “let’s all try to avoid making mistakes like this in future, shall we?”)

One recurring issue was that the CEO would complain at length of the pointless waste-of-time crap his staff were getting upset about. He’d bemoan that these were tiny issues, that happened all the time, in all companies, and why were we obsessing over them so much? I objected greatly to this attitude w.r.t to our staff, that it was their fault and that they were weak and stupid to get upset – and that their distress was an irrelevance, and to be publically belittled and privately ignored. With hindsight I think that incited me to overreact on plenty of occasions, but … leaving aside the sentimental aspects, he had a good point.

This went on for many months, and at the time I could think of lots of things that could explain why these issues came up – and pointed to ways of solving or avoiding them – but the recurring thought was always: we wouldn’t even see these issues if more of our team had had more real-life working experience. I think we both agreed on that, too. In the darkest hours, he even muttered about considering firing the entire company and hiring an entirely new staff, of similar size, but of “better, more mature” people. If I remember correctly, we’d fallen way short of targets so he was under a lot of stress and just wanted all these organizational problems to “go away” so he could focus on the stuff he loved, the product design and the marketing.

I don’t think that company ever really managed to sort it out, at least not for several more years, just going by the quantity and quality of people that resigned or were “let go” (whether that means redundancies, firings, or whatever) over the years.

I had some vague ideas for solutions at the time – I could see that the problems were catalysed by the attitudes of the most senior people in the company, starting with the CEO, flowing through (and added to by) myself and the rest of the management team, and then down through everyone’s social and professional relationships to encompass the whole company. It was clear that even the best of people couldn’t always refrain from “putting the boot in” when crap flowed to them, making a bigger ball of crap for the next person along. It was subtle and pervasive – no one individual felt that he or she was responsible for what was happening, because their contribution was so small. But that’s the beauty of a team, isn’t it? The whole is more than the sum of the parts… In the end, I decided (amongst other things) that if we couldn’t reform from the very top down, we’d never be able to break out of the vicious cycle. I tried different ways to get the CEO to change, and tried to change myself, and worked hand in hand with some of the other C-level staff that felt similarly about the need for a top-down change, but I just wasn’t good enough to make it all stick. So in the end, I quit, just before the next funding round closed. Wherever the company was going to go with this new money, I no longer felt I could be part of it.

Over the years since, having seen other situations both earlier and later in companies’ and teams’ lifecycles, I’ve come to suspect that the solution might have been less diffcult than I’d thought. That all it needed was one simple thing: Respect. Easy to say, not so easy to visualize and enact, of course. In a company – a startup especially – that means: Complete transparency, Trust, Faith, and (this one was a killer at that particular startup) self-doubt whenever you find yourself disagreeing with your peers.

At that startup, I saw over and over again people with huge amounts of experience – in some cases decades’ worth – being laughed at and ignored by people with none. In the other direction, and no less forgivably, I saw people assume up front that their colleagues were “too stupid” to understand the task at hand and so go out of their way to hide the very existence of it from them. Plus plenty of other activities that ranged between those extremes. At the time, I objected to these things on a general professional level (and sometimes on a personal one); I even managed to fire someone who was a particularly strong offender – but I did it too late, and too slowly. What I didn’t fully appreciate, I think, is quite how *directly* critical it was to the overall wellbeing of the studio itself; I thought it was just one (particularly emotive) aspect amongst many.

And it was lead by the CEO. It got so bad that the management team ended up having two weekly meetings: one official one with all the C-level staff, and another, secret one preceding that one, with the same people – but without the CEO. It was an open secret. All the staff knew about it, except for the CEO, of course. It was a combination of damage limitation on our part, and playing him at his own game (he liked to play us all off against each other, whether deliberately or accidentally, drawing attention away from himself). So, we’d share critical info that we needed but he was refusing to disseminate. We’d prep each other so we could provide a united front on difficult company issues that we knew he’d try and twist into an emotional issue and wriggle out of, or belittle. We’d even occasionally select a fall-guy from among ourselves, someone to put up a strawman argument on new issues, because we’d found it was one of the most effective ways for him to accept suggestions and solutions that weren’t his idea: if he had the opportunity to first demonstrate his own authority by putting someone else down. I still don’t know if anyone ever told him about those meetings, although I’m sure someone must have sooner or later.

Obviously, there’s more, but that’s where this story ends. Any new company of Graduates is (I sincerely hope!) going to have a much more clued-up CEO. But, tempting as it may be to read the story and think it was all the CEO’s fault, it’s dumb to think that one man could control a whole company so completely: there was a collective problem as well. And IMHO it mostly came from the inexperience and insecurities and uncertainties of many of the staff. If so, then the tendency will be there for similar problems to develop, and fester, with any large body of inexperienced staff. The middle management for the new company need to read this story as a parable of an extreme situation they must never get anywhere close to (just to be clear: I’m not singling out non-managers as the problematic ones here – the senior management at that startup included people who were doing their first job too).

They need to not only rise above it (that’s enough to be effective as a company, but not enough to stop the rot setting in, as I think we found out) but also have to step in early and often to prevent bad habits and bad cycles forming. I think we were all too hopeful and happy in our jobs early on to feel enough fear and forsee how much “the little things” were in danger of snowballing; sure, we might have got lucky, it might not have happened – but the risk was big enough, and the outcome severe enough – that we should have snuffed it out right at the start.

That’s going to be a tough job. You have to act a lot more like parents and a lot less like colleagues some of the time. Again, with hindsight, I guess this makes a lot of sense – didn’t I just say at the start that recent Grads are still only half stepped away from their parents, or perhaps even less? Why should it be a surprise that they’re going to need more parent-like support than people in their thirties, forties, and fifties?

And, in contrast to the startup I described, I would hazard that I’ve seen at least one company where the most senior management were more than capable of it, but their middle management were not. It took longer for things to go wrong, it was a gentler slide, but a similar set of problems eventually engulfed them. So it’s going to be doubly hard for the guys running the show: it’s not just “can you do it?” but “can you be sure that the people who are reporting to you are themselves doing it, every day?”.

Projects

Go for the stuff that allows open-ended innovation, and large amounts of creative content. That’s what Grads are great for, in the abscence of anything else.

Make sure – above all – that you have a thriving “internal incubation” system, where everyone – and I mean “everyone” – gets to work on purely explorative internal game designs at least one month per quarter. Perhaps have 50% of your staff at any one time working on non-milestone-driven pre-production experimentation. Kidnap a Google software engineer and bribe them into telling you in detail exactly how the infamous 20% time works (and doesn’t) – don’t rely on the rumours – and work out how you too can afford to sacrifice so much of your time to apparently “pointless” work.

Because until you’ve got your company established, and some of your grads have found their natural places both professionally and within your specific company, you need to do everything you can to keep from killing their spirit and optimism. If you lose that, especially for a new company, you’re screwed. With such inexperienced staff you have very little else to stack the odds of success in your favour. You’ll produce unimaginative, weak games, and the way this industry works, everywhere, your first game is more important to your future than any other single game you do.

Wrap up

That’s enough free consultancy for now. I haven’t said anything about team leaders (lead coder, lead artist, art director, etc), nor about the mix of skills to look for in hiring the Grads themselves. But I think there’s more than enough meat in what I have said to keep you all going, and to give me new things to think about for the next few years.