On 1/2/06, Ben Everett <[EMAIL PROTECTED]> wrote:
> [...] We don't
> have to worry about team bloat (which I believe Insurgency is having to deal
> with to a LARGE extent) and we don't have to worry about any communication
> issues. By leaving our team small we can work even more closely together to
> develop something that we truly have a shared vision for.
>
> I hope that helped someone :)

[Wanted to reply to this from the perspective of someone who's worked
(far too long) on a much larger-scale project. Quite a bit of the text
below doesn't really apply to smaller efforts; on the other hand, not
everyone aims small -- there *are* groups that have the resources and
initiative to aim quite high, and they have their own unique set of
problems to deal with. It ended up being much longer than I expected;
anyone replying with "TLDR" will of course be respectfully kicked in
the groin.]

Team bloat was something both Andrew (KungFuSquirrel, from NS and now
at Raven) and I had to deal with on Nightwatch, and it's easy to
underestimate the danger posed by it. For one thing, just about any
good project management book written outside of China will tell you
that simply throwing more people at a problem won't work as expected.
Each additional staff member adds a _lot_ of logistical overhead to a
team, especially one communicating exclusively (or almost exclusively)
over the internet. You also increase the likelihood of running into
"bad apple" team members, as well as two legitimate, contributing team
members not getting along. From my experience, recruitment tends to
reach the stage of diminishing returns quite quickly. At one stage we
had over thirty people working on Nightwatch, and I suspect we could
have achieved virtually the same results with far staff members
working more efficiently. We ended up having to restructure and
downscale the project to bring it within a manageable size, not
because it was too large for the team to produce, but because the
logistical situation the original plans required made it impossible to
work on at anywhere near full capacity.

This sort of thing is even more problematic when you're working on a
single-player episode, due to the amount of interdependence between
various pieces of content, particularly in traditionally "lone wolf"
fields like level design. Most candidates take quite a while to adjust
(some never do), and as a result I've found that teamwork,
flexibility, and an ability to follow instructions and not get
over-'creative' with instructions often results in better team members
that simple raw talent. It's also important to screen out candidates
who are obviously in it exclusively for themselves, because more often
than not they end up with a bunch of shiny highlights for their
portfolio and you end up with an effectively worthless piece of
content that doesn't fit into the bigger scheme of your project. The
best team members I've worked with excel not because of their skill at
e.g. making maps (although that's obviously also important) but
because of their dedication to the team and the project as a whole.

A more serious problem with overstaffing, though, as well as
inadequate screening of applicants, is that the larger the team, the
more people tend to rely upon others to do their work for them, and
upon an equally nebulous "management" to magically make all the
interfacing and integrating happen without any effort by individual
team members to communicate among themselves. It can also create a lot
of very difficult self-perpetuating slowdowns, with the slow progress
of a few team members discouraging others from keeping their own pace
up. Doing nothing is probably the worst possible solution, but on the
other hand most mods are also volunteer projects, so the range of
disciplinary measures isn't exactly that great -- it's not like you
can dock someone's pay or give them a reprimand when they're working
for free.

One related thing that has annoyed me to no end is the unfortunate
tendency of unproductive team members to gradually disappear instead
of actually quitting. A huge caveat I've discovered when dealing with
the HR side of mod development is that a sizeable majority of people
just don't have the balls to say they don't have the time or
motivation to continue contributing. Instead, they continue to
maintain a nominal association with the mod, slowly drop out of
contact without any explanation, and end up deceiving the leadership
of the mod for months while they generate no content but don't get
replaced because everyone assumes they're hard at work. Yet another
reason why good communications and frequent status updates from 'core'
team members are essential.

We've certainly made a lot of mistakes dealing with these sorts of
issues during the course of development -- it's not like we had heaps
of experience in the field to draw from, and in a lot of cases stuff
took us entirely by surprise. I don't know whether or not Nightwatch
will end up as an example of a successful modding effort or not --
that largely depends on the outcome of current efforts. Either way,
it's certainly been educational insofar as large-scale mod project
management strategies go. It's lasted an enormous amount of time for a
mod project, so it's tended to be exposed to a lot more development
situations than the typical project will see.

* * * * *

On a different note, I don't necessarily agree with the later
suggestion by Eugenio that level development should be broken down
into various "passes" by different people. Although theoretically a
good idea, given the background most mappers have as well as practical
development realities, it tends to confuse things, demotivate people
and often doesn't work as intended. It's not a primary point in his
discussion, with which I agree for the most part, but I thought I
should point it out.

--------------------------------
Ryan Desgroseilliers
Project Director, Half-Life: Nightwatch

http://www.hl-nightwatch.net/

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