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Project Management – steveth45

steveth45

Member

Posts: 536
From: Eugene, OR, USA
Registered: 08-10-2005
I've spent too much energy attempting to get people to question the idea of making Christian games altogether, so I think I'll lay that to rest for now and try to bring some constructive criticism. If people plan to continue to make Christian games, at least they could do it well. So, the following criticisms are not meant as insults, but tools to be successful. They could probably be applied to any software projects.

I. Christian game projects have terrible management.

A. Scheduling.
If you are an indie studio that's been trying to make a game for years with little to show for it, you have utterly failed the very first step to being successful, which is starting a project with a short and reasonable development cycle. An indie/low budget/no budget project should take place within 12 months, start to finish.

B. Scope.
This is related to the previous criticism. Your first game should maybe be a 2D puzzle game or something about that complicated. What if the Wright brothers had tried to start by building a lunar orbiting module, instead of a simple aircraft that could carry maybe one person across a large field? They would have failed. If you think your first game is going to be a MMO, you will fail, too, and miserably.

C. Blood drive.
If you are producing a game that you plan on selling commercially, then you should pay each and every one of the people that works on the game. If you are making a game that you are going to have as a free download, then go ahead and get volunteers. Just because people are willing to work for free doesn't mean that you should have them work on your project. I see people without the first idea about what it really takes to have a successful game project, running volunteer projects with the idea of selling the game for money. This is unethical, naive, and a terrible waste of other people's time and energy.

II. Christians are lazy.

A. Experience.
What's the deal with people from all walks of life thinking they can suddenly manage a game project--of volunteers, no less? With God, all things are possible, right? Here's what I'm praying will happen (and I believe it can), that game projects would be managed by people with enough skill to handle the job, and that the self-deluded would stop wasting people's time. Do you have the vision to see a game made? Great! Now, hire someone with the actual know-how to manage such a project.

B. Skill
One aspect about the personality of God is that He is willing to take the time and effort to get things right. Unfortunately, humans seem to enjoy shortcuts. "See a man skilled in his work? He will stand before kings, he will not stand before obscure men." It's not easy to become skilled at making games. It takes a lot of time and a lot of hard work. It's enough that people make shoddy games, but do they have to be called Christian games--associating Christ with crap?

C. The Narrow Path
There are a lot of game studios that try to be successful but few are. Actually, the path is strewn with dead bodies, learn from their mistakes. If Christians want to make "Christian" games, the realization must be made that the Christian label is going to make a difficult industry that much harder. That means, you'd better be really good. The 800 lb gorilla in the room at this year's Christian Game Developers Conference, that some ignored, was that Left Behind Games, the great white hope of previous CGDC's, is the grandest failure ever recorded in the entire history of video games development. Don't expect any post-mortems, yet, as that Titanic is still sinking while the people on board are still unwilling to admit obvious defeat.

D. Torque Is Not A Game
If I see another "game demo" which is a video of some animated character walking around some terrain with trees and buildings, I am going to scream. I believe that this sort of "demo" takes a short afternoon to make from scratch in Torque. It's not a game. It's not even a good starting place for a game. A good starting place for a game would be some prototyped gameplay, or a storyboard. Things like nice terrain and animations come later.

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[This message has been edited by steveth45 (edited October 20, 2007).]

D-SIPL

Moderator

Posts: 1345
From: Maesteg, Wales
Registered: 07-21-2001
I think you make some big generalisations here.

quote:
A. Scheduling.
If you are an indie studio that's been trying to make a game for years with little to show for it, you have utterly failed the very first step to being successful, which is starting a project with a short and reasonable development cycle. An indie/low budget/no budget project should take place within 12 months, start to finish.


This depends on how you are measuring success. I know many indies who just code for fun, they don't neccesarily have the resources or care about actually getting a project out in 12 months. A lot of Indies that i know of, just code because it's a hobby, not a business. They have families, hobbies and some are even on the mission field for months on end. They haven't failed, they learn, they grow.

quote:
B. Scope.
This is related to the previous criticism. Your first game should maybe be a 2D puzzle game or something about that complicated. What if the Wright brothers had tried to start by building a lunar orbiting module, instead of a simple aircraft that could carry maybe one person across a large field? They would have failed. If you think your first game is going to be a MMO, you will fail, too, and miserably.


I agree, maybe not even as far as 2D graphics. Simple Text based games which will help you nail the grass roots of programming. Once you have a good grasp of OO and the concepts around OO then learning most languages won't take long at all, they just differ syntactically not conceptually.

quote:
C. Blood drive.
If you are producing a game that you plan on selling commercially, then you should pay each and every one of the people that works on the game. If you are making a game that you are going to have as a free download, then go ahead and get volunteers. Just because people are willing to work for free doesn't mean that you should have them work on your project. I see people without the first idea about what it really takes to have a successful game project, running volunteer projects with the idea of selling the game for money. This is unethical, naive, and a terrible waste of other people's time and energy.


I agree in part. It would be unethical to have people work for free then sell the game and leave them unrewarded. The matter of compensation for working on a project should be agreed before that person agrees to work on the project.

quote:
II. Christians are lazy.

Mass generalisation. We'll ignore this comment and move on...

quote:
A. Experience.
What's the deal with people from all walks of life thinking they can suddenly manage a game project--of volunteers, no less? With God, all things are possible, right? Here's what I'm praying will happen (and I believe it can), that game projects would be managed by people with enough skill to handle the job, and that the self-deluded would stop wasting people's time. Do you have the vision to see a game made? Great! Now, hire someone with the actual know-how to manage such a project.


I certaintly do believe that with God all things are possible. This also means that I believe that if God gives someone a vision for a game or project, that He will provide the tools and resources for them to do it, rather then relying on their own ability or understanding. I have seen on many occasions churches and ministries fail because man has got in the way, thinking they know how to do it all, because they have experience (or been to Bible college), and they no longer trust God to do things, they just do it in their own strength. Your sure to fail this way. In contrast I have seen people really step out of the boat in faith, knowing they have no idea how they are going to start this ministry or that Church, and they have to fully rely on God, and they are always succesfull.

quote:
B. Skill
One aspect about the personality of God is that He is willing to take the time and effort to get things right. Unfortunately, humans seem to enjoy shortcuts. "See a man skilled in his work? He will stand before kings, he will not stand before obscure men." It's not easy to become skilled at making games. It takes a lot of time and a lot of hard work. It's enough that people make shoddy games, but do they have to be called Christian games--associating Christ with crap?


I agree that we should have do everything with excellence. The industry should be looking at us and saying "wow". We should have people in the industry who are getting ground breaking ideas because they are listening to God and the industry should be following us. Unfortunately we are years behind right now, but thats always subject to change

quote:
C. The Narrow Path
There are a lot of game studios that try to be successful but few are. Actually, the path is strewn with dead bodies, learn from their mistakes. If Christians want to make "Christian" games, the realization must be made that the Christian label is going to make a difficult industry that much harder. That means, you'd better be really good. The 800 lb gorilla in the room at this year's Christian Game Developers Conference, that some ignored, was that Left Behind Games, the great white hope of previous CGDC's, is the grandest failure ever recorded in the entire history of video games development. Don't expect any post-mortems, yet, as that Titanic is still sinking while the people on board are still unwilling to admit obvious defeat.


We are in a specialised industry. Our games should be so good and ground breaking that secular people want to play them. They should be used as a tool. This is not an impossible task, the Christian Music industry (with it's many faults) enjoys huge success financially and commercially in the States right? And with God all things are possible

quote:

D. Torque Is Not A Game
If I see another "game demo" which is a video of some animated character walking around some terrain with trees and buildings, I am going to scream. I believe that this sort of "demo" takes a short afternoon to make from scratch in Torque. It's not a game. It's not even a good starting place for a game. A good starting place for a game would be some prototyped gameplay, or a storyboard. Things like nice terrain and animations come later.


Your right Torque is not a game. It is however a very good framework from which to make a game. If I were to start writing a game engine using C++/ OpenGL and some nice GLSL shader effects and a few good tools, it would take me years. An Indie who knows half as much as I could learn C-Script from the examples and using the good tools available, could make a decent game by the time I show my first alpha screenshot. Torque is very good at what it does, sure it had it's faults, but if you want some nice instant results then Torque is a good place to start.

You have raised some interesting points. What do others think?

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SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
Wow! Some meaty conversation.

I started writing something up but it's taking too long. I saved it off and will hopefully write some more later.

ArchAngel

Member

Posts: 3450
From: SV, CA, USA
Registered: 01-29-2002
Steveth, right on.

quote:
This depends on how you are measuring success. I know many indies who just code for fun, they don't neccesarily have the resources or care about actually getting a project out in 12 months. A lot of Indies that i know of, just code because it's a hobby, not a business. They have families, hobbies and some are even on the mission field for months on end. They haven't failed, they learn, they grow.

I'd have to disagree on this one. Even if you're only scheduling with an allowance of 3 hours a week, you still need to map out your game plan and even set some milestones. For projects I do not do it, no matter how small, I never finish. I have everything in my life demanding my attention (along with some down time), game development is always pushed back. Projects need to be organized. Besides, this is an invaluable skill, especially if you want to be anything more than a code monkey.

quote:
I have seen on many occasions churches and ministries fail because man has got in the way, thinking they know how to do it all, because they have experience (or been to Bible college), and they no longer trust God to do things, they just do it in their own strength. Your sure to fail this way. In contrast I have seen people really step out of the boat in faith, knowing they have no idea how they are going to start this ministry or that Church, and they have to fully rely on God, and they are always succesfull.

I've seen plenty of people with the best of intentions fail utterly because they were completely incompetant in the field of their ministry, closing their eyes saying that God will make everything work out.
There is trusting in God, and there is using Him as an excuse for inactivity.

God provides us with oppurtunities to gain experience, and many times, people, in their zeal, ignore them completely and take what seems to be the quick and easy path to their goals.
Of course, they find out that without filling up on gas at the last station God provided, they run out of fuel on the long road of project management.

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Q.E.D.

GUMP

Member

Posts: 1335
From: Melbourne, FL USA
Registered: 11-09-2002
I'd like to add to that list by saying that if you are going to "join" a team in an unpaid position do not bother unless you are serious and committed. Otherwise you will just bog down those who truly are serious and committed with fruitless labor.
Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
There's been too much talk and not enough development.

There's been too much nitpicking and not enough 'true' encouragement.

There's been too much alienation and not enough community.

Briant

Member

Posts: 742
From: Stony Plain, Alberta, Canada
Registered: 01-20-2001
I would say that most of Steveth45's comments in the first post apply to secular game projects as well.

A few comments, though:

quote:

Your first game should maybe be a 2D puzzle game or something about that complicated.

That is the common advice given out, but I don't entirely agree. If the person/team is new to software development in general, I totally agree. However, often skilled, experienced developers of non-game apps get involved in game development and are able to take on larger projects. Behind the eye-candy and fun-factor of games, they are just like any other software development project.

quote:

I see people without the first idea about what it really takes to have a successful game project, running volunteer projects with the idea of selling the game for money. This is unethical, naive, and a terrible waste of other people's time and energy.

It is usually naive, but it's not unethical if all parties agree up-front to how any future monies are distributed.

quote:

The 800 lb gorilla in the room at this year's Christian Game Developers Conference, that some ignored, was that Left Behind Games, the great white hope of previous CGDC's, is the grandest failure ever recorded in the entire history of video games development.

I don't know much of the details behind the project, but from my perspective they made 2 main mistakes:

- extremely limited market: the Christian game market is small enough without having to also cut out a huge percentage who disagree with the underlying premise/doctrine. Even though "pretrib rapture" is big in some circles, people in those circles often fail to realize their circles are not as big as they think they are. If you're after profit, avoid controversial/debatable doctrine being a dominant factor of your game.

- poor game-play: This happened on two levels. First, the violent factor turned off a lot of critics and potential buyers. Second, the fun-factor was missing - if you did try out the demo first, it took longer to do the download that it did to figure out that the game was simply not fun and uninstall it.

I'm not a fan of the Left Behind stuff in general, but I really hope that LBG is able to recover, maybe by a new project.

One closing comment about Steveth45's post: for all those newbie game developers out there, don't get discouraged. Jump in and work on your ideas - but keep in mind you'll have a greater chance of finishing your projects if you do it smart: make a plan, learn from your mistakes, and keep talking to other developers!

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HeardTheWord

Member

Posts: 224
From: Des Moines, IA
Registered: 08-16-2004
Project management in general is not specific to the game industry either. I think one of the best things for me was to be employed at a company that has excellent project management skills. This means we spend much more time planning, writing requirements, and testing than actually coding. In fact recently our company decided to outsource most of the programming work and focus people in the home office on the coordination of tasks.

Anyways, I agree with most of the points steveth45 made but I'm not sure they apply to all Christian game developers. The way I see it, most people who visit this site are great coders but don't fully understand the business side of it. And truthfully a few years ago I was clueless about project management as well, or thought it was a dumb idea.


I also want to mention that all of these "symptoms" can be resolved with a good leader. Someone who picks the right people for the job and delegates tasks well. If you are missing this key component then your project is headed for trouble. Team discussion/contribution is great but it can lead to lack of direction.

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
To the indie developer: Don't give up on your dreams. Do what your hand finds to do with all your heart, as unto the Lord. And if the Lord gives you success after that, then all the better. Seek first the Kingdom of the Lord and all these will be added unto you.


Steve, you're one of the smartest guys here and you have a very sharp mind. You're exactly the type of person that a christian developer needs. You should help one of those people. Your words are well-phrased and if put into practice would work like a well-oiled machine. But God's priority is not perfect plans. He desires mercy, not sacrifice. He needs us to help one another. Your ideas would work, so join a team and share them. Christian game developers need you. Be patient with them. They're not perfect. In fact, they're fools by the world's standard, so see them with the eyes of faith.

I am one such fool. My first christian game looked bad. So I made one that looked great and the game-play was too repetitive. And on and on with failure and failure... But I can't give up. It's a part of me to make Christian entertainment. Maybe someday it will pop big and I'll be a rich and famous Christian celebrity. But maybe I'll never see the fruits of my labor, like all the people in the "Hall of Faith" in the book of Hebrews. None of them saw the fufillment of the vision they stood by. But seeing success or not doesn't matter. It can't matter. I do what I do because that's the way God's made me. It brings me joy.

So, may the Lord bless you all.

D-SIPL

Moderator

Posts: 1345
From: Maesteg, Wales
Registered: 07-21-2001
quote:
I've seen plenty of people with the best of intentions fail utterly because they were completely incompetant in the field of their ministry, closing their eyes saying that God will make everything work out.
There is trusting in God, and there is using Him as an excuse for inactivity.

God provides us with oppurtunities to gain experience, and many times, people, in their zeal, ignore them completely and take what seems to be the quick and easy path to their goals.
Of course, they find out that without filling up on gas at the last station God provided, they run out of fuel on the long road of project management.



I agree. People can just sit back and naively believe that God will do everything for them and they have to do nothing. What I believe is that it is sometimes good to be in a position where you have to fully rely on God because what you are doing is far bigger then what you can acheive in your own strength. My Pastor used to say "If you do the possible, God will do the impossible", thats kinda stuck with me.

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steveth45

Member

Posts: 536
From: Eugene, OR, USA
Registered: 08-10-2005
Wow, I really appreciate all the thoughtful responses.

I believe success (whatever one's particular definition) is within grasp for anyone excited about making games. Enthusiasm and vision are everything. So is wisdom and hard work.

Mack, I don't understand if your three points are generalizations about this forum, or my post, or the discussion. Too much talk? It's a forum. Plus, the speed game competition seems to have been a resounding success. Where's the nitpicking? I painted with a broad brush and tried to bring up some epidemic issues. Despite the decrepit forum software, and occasional protracted idealogical battles, this is one of the healthier and more interesting forums on the 'net, IMHO.

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D-SIPL

Moderator

Posts: 1345
From: Maesteg, Wales
Registered: 07-21-2001
I think Mack was referring to the Christian Games Industry.

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CPUFreak91

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Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by D-SIPL:
I agree. People can just sit back and naively believe that God will do everything for them and they have to do nothing. What I believe is that it is sometimes good to be in a position where you have to fully rely on God because what you are doing is far bigger then what you can acheive in your own strength. My Pastor used to say "If you do the possible, God will do the impossible", thats kinda stuck with me.

That fits with James 2:26: “So then, as the body without the spirit is dead, also faith without actions is dead.”

You need faith and actions to make a successful (not just financially or in popularity) game.

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Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
quote:
Originally posted by steveth45:
Mack, I don't understand if your three points are generalizations about this forum, or my post, or the discussion. Too much talk? It's a forum. Plus, the speed game competition seems to have been a resounding success. Where's the nitpicking? I painted with a broad brush and tried to bring up some epidemic issues. Despite the decrepit forum software, and occasional protracted ideological battles, this is one of the healthier and more interesting forums on the 'net, IMHO.

quote:
Originally posted by D-SIPL:
I think Mack was referring to the Christian Games Industry.

Correct.

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steveth45

Member

Posts: 536
From: Eugene, OR, USA
Registered: 08-10-2005
quote:
Originally posted by D-SIPL:

Your right Torque is not a game. It is however a very good framework from which to make a game.

It's a great platform to write a game with. I hope nobody thought I suggested otherwise. I was just saying that using the built-in functionality of the engine (a guy running around some terrain) makes for a nice tech-demo of Torque. It's as much a game as a cement foundation is a house, or a V8 engine is a custom hot-rod.

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steveth45

Member

Posts: 536
From: Eugene, OR, USA
Registered: 08-10-2005
quote:
Originally posted by JeTSpice:
Your ideas would work, so join a team and share them. Christian game developers need you. Be patient with them. They're not perfect. In fact, they're fools by the world's standard, so see them with the eyes of faith.

I am one such fool.


I would be willing to help a team if the game is non-profit, as I'm contractually bound to not contributing to commercial game projects outside of my company.

Anyone involved in making games is foolish, and visionary, and a kid at heart. There's nothing I'd rather do. I applaud everyone who treads this crazy path.

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