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Post Mortem of another Failed Project

by Andy Rollins · 10/17/2007 (7:24 am) · 18 comments

Having been a member and owner of TGE for just over 2 years now I've yet to actually complete a game and at the end of yet another unfinished project I find myself reflecting on the time spent and to write up a post mortem of what happened for my own memory but also to perhaps aid others

For me Game development isn't a career choice, I have my career which started as a coder and has since moved in a management role, Game development is a hobby, a chance to spend time doing something I enjoy - Coding! I've worked on a number of games none of which have actually been finished, not due to my lack of committment or enthusiasm I might add but for the most part due to a team that broke apart.

The story starts as I set to find a project/team that looked as if it had the drive and commitment to actually finish a project, having already worked on two games that went nowhere in the end. Not wanting to waste time again I looked around various forums for teams that were looking for coders to join, what I found was project after project looking for coders to develop the next greatest MMORPG, the one to topple World of Warcraft (I'm sure many of us are familiar with the idea), I should also mention it's not really a genre I'm particularly keen upon.

A few other projects for games in different genres were looking but they were the one man band operations I'm sure many of us have seen - the type where I've an idea, have scribbled some sketches and notes but that's as much of a clue as they've got for how to actually turn that into a finished product.

Then I made my first mistake I gave in and signed up to develop a MMORPG, even with knowing just how big an undertaking it would be and the limited chance of it ever being completed, I wasn't completely foolish and did pick the project I thought looked like it was going somewhere, they'd been together for a number of months and had a strong game design document, skill charts, some very good 2d art and Gui mock ups, concept art for the game - all of the things I've seen missing so many times.

The team of around 14-15 people included one or two other coders and the rest were either game design or artists. It started well, ideas were good, we worked to get Forums, SVN repositories and development servers up and running... however looking back I should have spotted something, there were 14-15 people on the project but virtually all of this was either produced by Jason or myself.

Jason was the guy with the original idea, he was leading the project, working on 2d and 3d art, Lead Artist, Lead Design and dabbling with the coding side also and someone with more drive and ambition than I'd seen on any other project, given the chance I'd work with him again on a different project. However, if you've not spotted it already let me highlight what should have been another alarm bell, Jason had too many roles for a project of this magnitude to succeed and couldn't dedicate enough of his time to any one thing to prove successful at it.

For a period though it didn't seem to matter much and for a few months things went along well, although I was the only coder actually doing anything we continued to hunt for others. We reached a point where I had gotten a working Engine - a master server and TGE dedicated server running 24/7 on our linux development machine with TGE 1.5.2, AFX and MK for the client. Functionality was moving along nicely too, players could login, create themselves an account and character all of which was stored in a server side mysql database, all databases access was event driven and happening in a seperate thread and the player could then login to game with their stored character, model & name.

I was feeling pleased, to get this far had been a challenge having never done any form of multi-threaded programming I'd gotten it working, admittedly it was based on the event driven database resource here on GG but I'd made some significant improvements to the code.

It was at this point I first started to realise that things weren't quite right - I'd been focused on getting my part up and running so that we had a working prototype and the team could meet in-game to look at, tryout and play with any new features/artwork, etc. I stopped to think what next? then realised we had no plan, I work in I.T. for a living where a commonly used phrase is "Fail to plan and you plan to fail", I could see where it was headed.

So I stepped back a little from the detail and started to look at what had been achieved, I had a working engine, Jason had mocked up some Gui design a basic mission file and a few buildings and the stories behind the game had been developed a little but that was it, no real artwork and virtually no progress made. Another point worth noting, it's easy to get sucked into the detail of things and forget the bigger picture, you need that person sitting back coordinating the effort and not being caught in the day-to-day detail.

We'd had a team but only two of us were actually doing anything, Jason tried to pull together a team meeting several times to engage the others but few attended and the 14-15 people quickly dwindled to 3-4 and in the end a personal problem for Jason meant he couldn't devote time to the project either.

And so it folded and the project died... I continued a little to understand just how much we'd have to achieve to release a fully functioning MMORPG and looking at it even with the work we'd done we'd barely scratched the surface.

So for any that ever consider embarking on such a project I issue a warning - do you really have any idea of what it takes to deliver a finished product?

Here's what I learnt:
- You need a strong committed team.
- You need defined roles that people can manage.
- You need a leader that will keep up motivation and hassle people to commit to deadlines.
- You need to design - not just a story or an idea but to design everything, for example the game architecture - where will it run? how will it run i.e. Zoned Servers?, number of users?, everything you can think of.
- You need a plan, you really need a plan.
- You need experience, there are some serious technical obstacles to overcome and not things that the average Indie developer will be able to achieve on their own.
- If you must develop that MMORPG seriously consider the MMOKIT, you'll need all the head starts you can get.

The list could go on but to summarize you really need a lot lot lot more than a good idea. I have one last question to anyone reading this and still thinking they could write an MMORPG - Have you actually finished a game before?

By finished I mean given to other people to play and worked through the bugs, problems and tweaks that would come back? If the answer is No then you're doomed to fail. Think of it another way, in everything new in life we take little steps first before running that applies right from learning to walk and talk right through to the human race discovering electricity - we didn't start by trying to build a nuclear reactor.

Is game development any different to everything else in life? NO it's not. Start small, learn, develop then grow. REPEAT. That way you'll get their in the end.

Still want to write that MMO? Good luck my friend you're going to need it.

#1
10/17/2007 (8:01 am)
Good post, but you know it's futile right? ;)
#2
10/17/2007 (8:04 am)
Great write Andy. I am running under a rather same situation and unfortunately is not at a hobby space but my everyday job and it's really nasty. The positive from your experience as i understand is that you had your fun coding and learning stuff at something you apparently love and i think that's great even if the project failed . Keep it up :)
#3
10/17/2007 (8:04 am)
Great writeup, thanks for sharing. You've learned a lot! :-)
#4
10/17/2007 (8:22 am)
Check your email Andy :)
#5
10/17/2007 (8:38 am)
I feel your pain, Andy. I'm a jaded developer myself.

I've seen projects evolve that far and the end is always the same, the project lead experiences some life shattering event, then the project dies. Or you work on a project long enough to attract the attention of another developer who grabs control of the project and effectively derails the whole thing... right Todd. Meanwhile the project lead sits by and lets it all happen. Maybe GG should start a project death list, counting down the number of games that kick the bucket every month, but I guess that wouldn't be good for business.

You should start your own project, Andy, and develop a game that will fit the code base you already have. Sounds like you have a better idea of what needs to happen than the fella running his own project. Use programmer art until you have complete functionality then shop around for quality art.
#6
10/17/2007 (11:00 am)
Money helps, too. Seems to be a powerful motivator.

Sorry to hear about the project, but it was a good read. It's like I've always said: Indie game projects are like fish eggs...thousands are laid but only a handful survive to adulthood.

I'm thankful to have guys like N.R. working on my project. Seems like you can somehow tell when you've hooked up with someone who is really committed to the project, and I hope to return the favor someday.
#7
10/17/2007 (12:27 pm)
Thanks for the writeup, very informative and frank. I'm one of those "one-man-bands" you mentioned, and part of the reason I went that route was wanting to avoid an experience like you described. (and also because I also came from a corporate job where I tried to get people from different groups to work together, which was frustrating, but that's another story). OTOH, there are huge downsides to being a one man band too; you don't have teammates with which to share enthusiasm and achievements.

I don't know where the happy medium lies; it seems like it's a real challenge to assemble an indie development team.

(lol @ the fish eggs analogy - sad but true)
#8
10/17/2007 (3:59 pm)
Wow I wasn't expecting so many replies thanks everyone and hopefully I don't miss replying to anyone:

@Gareth: Of course but heh I can try, it's also a reminder for myself should I find myself in the future in a situation where I consider starting on an MMO again.

@Verganas: Yes there were positives and I learnt a lot from the time spent, I don't regret spending the time I always like to reflect on projects successful or not to see what can be learnt from them.

@Martin: That's for sure ;) great work on the flight game example btw, I'm sure one day I won't be able to resist having a tinker with it.

@ando: will do

@N R Bharathae: Yes I've considered that and have an idea that I may consider developing upon, for the moment I want to take a short period to assess what I want to get out of this hobby so watch this space.

@Rubes: Indeed money ranks up there amongst the best motivators, yes I know how you mean sometimes things can just click within a team. Perhaps if I get more fish my chances of success will increase too.

@Geom: Yes it's a daunting task to achieve balance within a team and getting people to work with each other in an effective manner. The main reason I didn't go the one-man-band route myself is exactly the things you mentioned and they are major motivators for me, besides it's so much fun at the end of a team meeting to start throwing flaming fireballs at everyone.
#9
10/17/2007 (7:48 pm)
Good advice - hopefully it'll make some n00bs think twice and start down the right path
#10
10/17/2007 (8:30 pm)
Theres 3 sayings that I live by:
"Failure is your friend"
"Whatever doesn't kill you makes you stronger"
"Get off me!"

My wife came up with the third one
#11
10/18/2007 (10:31 am)
What you've described translates directly to any SW project, game or non-game. In fact, it translates directly to any project that involves the creation of something new.

Way too many of us here can identify with your experience, having been through it at least once already.
#12
10/18/2007 (6:10 pm)
@Drew: Well we can only hope

@Charlie: the first two are so very true and I dare not ask about the third!! lol

@Ray: Indeed, it's all things I should have seen having come across in the past by writing this up I hope that it will serve as a reminder not only for others but also for myself should insanity take a grip again in the future.
#13
10/19/2007 (11:20 am)
If only, oh if only all of us talented guys and girls were able to spend full-time working on what we wanted rather than shoving it in late-night sessions after our full-time jobs have put us through the gears.

I swear while I was reading this blog I could've swore it was me that wrote it. Especially the first two paragraphs.
#14
10/20/2007 (2:54 pm)
@John: From the responses I've had here and via email I think a lot of people have seen similarities either with themselves or projects they've worked on, we can only learn from our mistakes.
#15
10/22/2007 (6:37 am)
How about realeasing the code to the community so we can learn from it and have a place to start from? I hear of lots and lots of failed projects and pitfalls that end a project.. but find very few folks willing to share their code in nature of helping out others... make it GNU or something so no one profits from it.. but I'd love to see code for a good game...
#16
10/22/2007 (9:35 am)
@Pesto: The majority of changes required alterations to the engine itself which means I couldn't just make them available under GNU without breaching the Torque license, I could post them as resources on GG but they are also things generic enough that I could use for another game hence why the source remains private for the moment. I agree that it's good to share things with others and although it's an entirely off topic subject I believe coders are sharing a hell of a lot more on here than the artists do, very rarely do we see free art being pusblished.
#17
10/22/2007 (1:37 pm)
Good point Andy... forgot about the GNU issue. Would love to see some add'l code out in the community though.. the TDN pages are woefully empty.. especially for products like TGB> thx for the clarification!
#18
11/01/2007 (12:13 pm)
Thanks for the post Andy. I'm another one of those IT compatriots. I've seen my share of projects fail big and small. I'm part of a fledgling game team, and I'm optimistic that I will be able to apply the failures I've seen in IT to making our game project a success. However, you spoke truly about the challenges of making a 'volunteer' project successful. I'd love to see more posts from you or others that talk about how to make the 'hobby' project a success.