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January 06, 2008



Nice and obvious. ;-)

You say that it's very difficult but you have a solution ?


So, you're an *optimistic* fatalist :)

Something I'd like to know: does the degree to which a project "Werewolves" in y'alls experience increase with the scope of the project?

Is there anyway to "expect the unexpected?"

Schizoid is much smaller in scope than Spider-man, were there any difference in the way it started to drag than all the big projects you've worked on?


>> Is there anyway to "expect the unexpected?"

There are degrees of "unexpected." A flood destroying your offices is the "hard" type, and even for that there are ways to lessen the impact and potentially turn a disaster into "only" a major setback (offsite backups are the classic example).

We should know to tackle the "know the unknown" issue: prototype, iterate, 90/10, etc. EFFECTIVELY, but in my experience we still fail at that. Why? I feel the concept of drag is not going to help much there. Drag and progressively reduced productivity curves are important things to factor in your plans, and I love the way Jamie is digging into them, but they only deal with the management of production, not the management of creation.

Mark Nau

I see two linear paths that are eventually going to converge, but you ran out of time. A plot of the slope of the lines might change that estimation.

I'm far more puzzled by the failure of the red line to show a slope discontinuity at the point where you added another programmer. When something as basic as increasing your workforce by a large percentage isn't being reflected in your metrics, that makes me question the accuracy of the whole exercise unless I can find a good reason for it.

Chris Busse

How much of the Green line is stuff you forgot and how much is feature creep? Put another way, how much is stuff you needed and how much is stuff you wanted?

Simon Cooke

Here's my version of your graph, and the explanation... based on many many projects, and my experiences recently porting a game to PS3.

It *roughly* matches... but it's also targetted more at the programming work; it doesn't apply so well across the board... I think if you average out work done in all areas you get something closer to yours.



Unrelated to the above but...


They're calling you out!

Nick Doran

I think another contributor to drag is Darwinian bugs. Bugs that get are still around late in the game because they are hard to reproduce, hard to fix, and hard to find. They've survived until late in the project because of these traits.

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Jamie's Bragging Rights

  • Spider-Man 2
    The best superhero games of all time Game Informer
    Top five games of all time Yahtzee Croshaw
    Top five superhero games of all time MSNBC
    Top 100 PS2 games of all time Official Playstation 2 Magazine
    1001 Games You Must Play Before You Die Nomination for Excellence in Gameplay Engineering Academy of Interactive Arts & Sciences
  • Schizoid
    Penny Arcade PAX 10 Award
    Nominated for XBLA Best Original Game
    Nominated for XBLA Best Co-Op Game