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On my third game I tried very hard to make a game with a generous schedule and no crunch. One thing that I discovered was that it was very hard to get members
by georgeecollins 9y ago
On my third game I tried very hard to make a game with a generous schedule and no crunch. One thing that I discovered was that it was very hard to get members of the team to let things go. If you are passionate, their is always room for improvement. So you had to create deadlines that put pressure on people.
- sp332 9y agoSure, but that seems like the opposite. Creating a deadline as a reasonable limit on the amount of work put in is a lot different from demanding the same amount of work in an unreasonable time.
- s73v3r_ 9y agoAt that point, you exercise your power as boss and tell them to go home.
- lliamander 9y agoUnless you align incentives correctly, you're not paying your developers to ship software, you're just paying them to write code. Setting a deadline is one way of aligning incentives (ship by this date or else...) and can work well so long as there is a good conversation around requirements, appropriate milestones are set, and developers are trusted to make good faith estimates. However, it is not the only way.