Professional Documents
Culture Documents
Keywords
Games, Postmortems, Qualitative analysis.
1.
INTRODUCTION
Over the past thirty years, the importance and marketshare of video games in the world of software has grown by
leaps and bounds. In lockstep with this growth, the scale of
work required to develop games, whether in terms of budget, size of codebase, or team makeup, has ballooned and is
on par with or exceeds any other software endeavors [13].
Games are arguably the most sophisticated and complex
forms of software [18].
Indeed, games have been the driving factors behind many
technological advances including high performance graphics
cards, virtual reality, and distributed computing [16, 13].
Games also represent a substantial portion of software revenue; in 2013, video game revenue totaled over 93 billion
dollars [21]! As such, the money, manpower, and effort put
into video game development is likely to continue to increase
in the coming years.
From a development perspective, games differ from more
traditional software projects in a number of ways. Requirements are more subjective (e.g. must be fun), maintainability is often sacrificed for performance, testing and quality assurance are approached completely differently (e.g. live
testers and few automated tests), most games require tools
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2.
RELATED WORK
There are many books and articles which inspect the practices relating to the game development process [2, 5, 10, 11,
22, 3]. These studies primarily focus on how game development should be in the industry and are primarily based
off the authors experience. However, our findings focus on
how game development is in practice based off of the postmortem reviews written by game developers and posted on
Gamasutra.com [1]. There have been several studies where
developers were interviewed or surveyed to understand several specific characteristics of game development [4, 8, 20, 7,
14, 12]. These studies tend to focus more on software engineering processes and methodologies in game development.
Additionally, these studies solicited information from game
developers by either conducting interviews or surveying developers. In contrast, we retrieved our data more organically by analyzing self reported postmortem reviews that
had already been written by developers. Similar to what we
do, there have been studies that examine what went wrong
during game development using bug data [9], and 20 postmortem reviews [17]. However, in this study, we not only
focus on what went wrong but also look at what went right
in order to distill best practices and pitfalls.
The work most similar to ours is that of Ara Shirinian who
conducted a study in which he analyzed 24 postmortem reviews written between 2008 and 2010 from Gamasutra.com
in order to see if there were any interesting trends occurring
in game development [19]. Also like this study, he analyzed
the postmortems and grouped them into categories to determine what went right and what went wrong while developing games. In contrast, we analyzed a much larger set
of postmortem reviews, spanning from 1998 until 2015. In
addition to this, Shirinian categorized items from the postmortems into 7 categories of what went right and what went
wrong, while we had a total of 22 categories in order to more
precisely determine the trends in game development (which
could be because of the increased set of postmortem reviews
that we analyzed).
3.
METHODOLOGY
4.
CONTEXTUAL INFORMATION
The characteristics of the games mentioned in the postmortem reviews we inspected were diverse in areas such as
their supported platforms, the size of the development team,
the amount of time it took to develop them, the type of
publisher they had, and more. We will further describe the
context of these games, based on data we gathered, which
is available in our online appendix [6].
5.
IDENTIFIED CATEGORIES
5.1
Product
5.2
Development
5.3
Resources
In this subsection, we present four things that developers talk about in their postmortems that are related to the
resources required to develop a game.
(a) Budget: A teams budget can play a huge role during the development of any software. Often times in game
development, the budget affects other aspects of the game
such as marketing, which contractors get hired, and technology choices. Typically when developers listed the budget as
something that went right, it wasnt because they had massive budgets, but rather they had average or limited budgets
which they were able to stick to during development. Conversely, developers listed the budget as one of the things that
went wrong when it was so limited that it hurt the quality
of the game, or they were unable to stay on budget.
Example of what went right: Mike Goslin of VR Studios
said that they were operating under a tight budget to minimize risk during the creation of Toontown. They were still
able to release the quality MMORPG by designing it to be
as low cost as possible. Goslin said No in-game support is
required, which eliminates a significant component of traditional customer service costs for this genre of game. In
addition, we consume a fraction of the bandwidth of other
MMORPGs. Both of these costs scale with the number of
players, so they are important ones to minimize.
Example of what went wrong: During the development of
RoboBlitz, Naked Sky Entertainment ran out of money midway through developing a game because they incorrectly estimated their schedule. Additionally they said Because we
werent willing to put out an inferior product, we just kept
going until we were satisfied with the quality. The developers were forced to borrow money from family members and
close friends in order to continue development.
(b) Hardware: Developers listed hardware as something
that went right or wrong when either they were able to work
with very good hardware, allowing them access to advanced
features, or they were working with very limited hardware,
which hindered development. Developers were more likely
to list this as something that went right or wrong if they
were working on a single platform. In fact, about 90% of
the developers who listed this as something that went right
or wrong were working on a single platform.
Example of what went right: Motohideo Eshiro and Kuniomi Matsushita of Capcom described some of the Nintendo
DS hardware features they benefited from during the development of Okamiden. In the PlayStation 2 and Wii prequels,
Okami, users had some difficulty using the drawing feature
of the game because of the limitations of the PlayStation
controller and Wii Remote. Additionally, Eshiro and Matsushita stated that with the Nintendo DS stylus, not only
is one able to draw even more complex lines precisely, but
we were able to create even better puzzles and missions that
utilize the celestial brush mechanic.
Example of what went wrong: Bong Koo Shin of Gamevil
described the hardware limitations they encountered on Korean mobile devices for Nom 2. At the time, it was very
difficult for the devices to play two sounds at once. The
only way they were able to get this to work was to cut the
background music, then play the game sound, and resume
the music. They were forced to cut the sound effects, and
just stick with background music, which had a small negative effect on the experience of playing the game.
(c) Publisher Relations: If a developer chose to work
with a publisher, then they often experienced benefits or
drawbacks from that relationship. In general, those who
listed items in this category in their postmortems had good
relationships with their publisher.
5.4
Customer facing
5.5
Other
6.
6.1
RESULTS
Best Practices
Example of clear vision: Paul Dennen of Nayantara Studios stated that Focusing the design down one clearly plotted path from start to finish resulted in a game with strength
of clarity and identity during the creation of Start Chamber.
Takeaway: Game developers should create a well-defined
concept before beginning development as opposed to an ad
hoc method of game design. Developers should also focus
the design around capturing the attention of the player.
(b) Development Process: Development process was marked as something that went right in 43% of the postmortem
reviews, according to Figure 2. Among the teams that listed
the development process as something that went right when
making a game, there were 3 common practices teams did:
First, they spent time planning and preparing for the game
prior to development. Additionally, they often created prototypes which they would use as a proof of concept for the
game in general, or a specific feature of the game. Many
teams also used their prototypes as a basis of development.
It was also common for these teams to use an iterative development process.
Example of planning: Brian Gilman of Full Sail described
how before starting development on Romeo and Juliet, they
were able to spend an extra month planning how they were
going to complete the project. They said that a single additional month in pre-production can make all of the difference
in the world.
Example of prototyping: Wu Dong Hao of Ubisoft stated
that they made a prototype for their title Tom Clancys
Splinter Cell which helped determine resources and scheduling for the whole project. They also said that the prototype
helped them organize the production schedule and proved
that they could overcome the technical issues of the problem. Additionally, they were able to use the prototype as a
base for production.
Takeaway: For a better development process, game developers should invest time in the beginning of the project
planning and designing. Game developers should also build
prototypes during development, and if possible continue building off of these prototypes using an iterative process.
(c) Team: The team was listed as something that went
right in 40% of the postmortem reviews that we analyzed,
as depicted in Figure 2. Of the developers that listed the
team as going right during development, many of them credited their experienced team members. Many developers also
stated that their team members were very motivated.
Example of experienced team: According to Rade Stojsavljevic, the team who built Command and Conquer: Tiberian Sun was extremely experienced with real time strategy
games. Many of the members had worked on at least 4 real
time strategy games before, and according to Stojsavljevic
This level of experience was key in allowing the team to
conquer all the obstacles thrown in their path.
Example of motivated team: Deng Yi Wen of Ubisoft described how the team of Music Up Summer Rainbow was
highly motivated. He stated that A willing crew is the most
important factor shipping a title on time, and we had a team
who [was] highly motivated by the chance to finally make a
game for local players
Takeaway: Game developers should spend more time
training their team members in the environment they will
be developing in. However, game development companies
should focus on recruiting not only talented individuals, but
they have to be motivated as well.
6.2
Pitfalls
7.
DISCUSSION
As described in Section 4, we collected the metadata available in each postmortem as well. Based on this metadata,
we split our postmortems based on team size, the presence or
absence of publisher, and single or multiplatform, to analyze
our results further.
7.1
7.2
7.3
8.
THREATS TO VALIDITY
often find that the authors are very candid. Also in order to
make our experiments more transparent and reproducible,
we have made available all the data, including the actual
raw postmortem reports, in our online appendix [6].
9.
CONCLUSIONS
We find that we were able to identify both best practices and pitfalls in game development using the information present in the postmortems. Such information on the
development of all kinds of software would be highly useful
too. Therefore we urge the research community to provide a
forum where postmortems on general software development
can be presented, and practitioners to report their retrospective thoughts in a postmortem.
Finally, based on our analysis of the data we collected, we
make a few recommendations to game developers. First, be
sure to practice good risk management techniques. This will
help avoid some of the adverse effects of obstacles that you
may encounter during development. Second, prescribe to
an iterative development process, and utilize prototypes as
a method of proving features and concepts before committing them to your design. Third, dont be overly ambitious
in your design. Be reasonable, and take into account your
schedule and budget before adding something to your design. Building off of that, dont be overly optimistic with
your scheduling. If you make an estimate that initially feels
optimistic to you, dont give that estimate to your stakeholders. Revisit and reassess your design to form a better
estimation.
10.
REFERENCES