The need to change things in the game development process

Source: Internet
Author: User
This is a creation in Article, where the information may have evolved or changed. [Original link] (HTTP://WWW.BUGCLOSED.COM/POST/18): http://www.bugclosed.com/post/18## background as software projects become more and more large, in order to improve development efficiency and effective quality control, Project management is becoming more and more important in the development process, and the process division is continuously refined. The traditional software development process is broadly divided into the following steps: 1. Demand presented 2. Feasibility Analysis 2. Demand Analysis 3. Overview Design 4. Detailed design 5. Code 6. Test 7. The final form and function of the integrated delivery product is the first step of the demand, the "butterfly Effect" in the development process is particularly evident, the first step of the need to change, it is likely to lead to all the steps back again. The traditional project management, in addition to the control of the project process, more is the management of demand. The traditional software project development process will try to avoid changes in requirements, even after the demand is determined by the demand party (cooperative development) issued a formal requirements document and stamped to confirm "no change." The traditional software development process is an industrial process simulation process, the maximum intensity of management changes, and then the process of detailed separation and implementation. Throughout the process there will be a large number of departmental (company) communication meetings and processes, time costs are extremely large, often several years of version planning is also very common. With the rapid development of the Internet, market environment and user preferences are in a rapid change process, a few years of product development cycle has been far from meeting the ever-changing market situation. Internet products, especially game products, opened the lean development, small trial and error, rapid iteration of the development model, not from the beginning to build a chatty complete product, but the first to launch only the core of a single function, through continuous iterative to improve and adjust the product, the development process to constantly collect user feedback, and incorporate effective feedback into the next iteration version. The premise of "small trial and error, fast iteration" negates the "Divinity" and "invariance" of demand, and the default demand is "wrong", and it will change at any time. Although most of the game products do not have a strict sense of the traditional software development process of the Division of labor, but these steps represent the development of the content is present, just because the need for "fast", the boundaries of the steps are broken simplified fused together. Changing demand will still lead to changes in the subsequent development phases. # # Demand is how the production of software products demand is proposed to be able to make a product to meet the target user's pain point or itch point. And the pain point/itch point of the discovery of a variety of methods, you can go through in-depth user research, observe the needs of users, put forward a product to meet their needs, or like Steve Jobs, do not do user survey, I give you are already the best. It is also possible to start with a product prototyping direction, and then, after many iterations of the change, getA popular form of product. Specific to the game products, the direction of the product more is the company owner or producer of a good game segment, to construct the core game product play, based on the core play, combined with various auxiliary systems, finally get a complete game. The specific practice of the game is that the product planning according to the producer's macro concept, first design the core play prototype, and close cooperation with the program to achieve the first core play demo. Project participants (especially bosses, producers, etc.) experience and brainstorm, possibly after many iterations, to get a core play demo that everyone recognizes. The core gameplay is the foundation of the game's existence and is able to meet the player's requirements for gameplay, playability, or exceeding the player's expectations. In order to build a complete game, a variety of auxiliary game systems (such as roles, levels, growth, equipment, tasks, replicas, friends, trade unions, teams, etc.) need to be built outside of the core gameplay, while the greatest demand in the game development process comes from these ancillary function systems. Most of the auxiliary function system has a certain degree of homogeneity, simple and rough method are copy of the system rules and design of friends, a little bit of innovation, a few of the original features will play. Whether copy, micro-innovation or original, for the development (program, Fine Arts), are mission requirements. # # Why the need to change the world in the constant development and change, the industry environment in change, the user's preferences are also changing, the only constant is the "change" itself. If the game function is simply divided into the core play and the auxiliary system two parts, then the demand change also comes from these two parts. # # # # Core gameplay changes the core gameplay is the fundamental game existence, the ideal situation of the core play changes should only be in the demo grinding stage, has been demo, the core play should not be changed. The reason for this change is that the discovery of core gameplay does not meet the needs of the user or has a better idea. # # # Auxiliary system changes most of the workload in the game development process is focused on the auxiliary system, a large number of auxiliary systems involve a variety of complex logic rules, system interaction and design details. The demand change of auxiliary system mainly has a factor: 1. With a "better" idea: for the same function, planning has a new and better idea. 2. Previous rules understood incorrectly: Due to the lack of documentation or communication understanding deviation, development and planning for the rule understanding inconsistent, the development process or completed only to find that the resulting demand "change." 3. From the top of the idea change: the upper level refers to the boss or investors, they have their own ideas and understanding, to join the game, leading to change. 4. Changes from partners: the channels and operators of the game usually have a greater voice, they "better understand the market and the user", they will join their ideas into the game. 4. Different ideas from "newcomer": The new members of the project, especially the new plan (new producer), will lead to a lot of changes in demand. 5. From the and ChengOrder compromise: During the development process, the program discovers that some functional rules are highly complex and cost-effective. and planning to adopt a simplified version of the alternative. 6. Changes in art demand: individually speaking of the art changes, the first thing to see the product is always the interface and art, and everyone has their own preferences, there is no absolute right and wrong, can express their opinions, will be more or less lead to some changes. # # What is the problem of demand changes in the game development process, frequent demand changes, the development of the project and the management of the team are harmful. Changes in demand can cause the following problems: 1. The project development cycle is not controllable: changes in requirements mean that the development effort and communication efforts will inevitably lead to the development cycle delay. The introduction of change and the need to force the completion of the planned time are naïve wishful thinking. After a lot of wishful thinking, will gradually generate resentment in the team, thereby endangering the team. 2. Damage to Team morale: the Ancients fought to pursue, "bang, again and again, three and exhausted." Project development is also the same, we have the same mission objectives, are in high spirits, morale, progress, three times the target of four changes, will make the team to the goal confusion and suspicion, will exhaust the team morale, thereby reducing team productivity, and even lead to team instability. 3. Mistrust among members: project success is a result of teamwork, Gandanxiangzhao among members, mutual trust, mutual support and help are the boosters of project success. And the frequent demand changes will make the group before the distrust, feel that the other side is to dig a hole for themselves, "since will continue to change", that the realization of the current demand is just a waste of time. The emergence of doubts among members will soon lead to contradictions and even to conflicts among people. # # How to solve the problem of demand change first of all team members need to understand that absolute demand is not change is impossible, the only constant is the "change" itself; so-called control change is to try to make the change in demand smaller, more controllable, even if the final change will make the impact of change on the project to a minimum. You can try to address the change in requirements in the following ways: # # # # # # Building a team All projects are developed by a team of independent individuals, and building a reliable team is a prerequisite for anything. I understand the team, first of all have a visionary, the goal is firm, trustworthy and follow the boss; Secondly, there are a group of various functions of division of labor can be independently, serious and responsible, honest, positive and progressive, mutual trust members. Even if there is no such team at the beginning, it is necessary to have a purposeful step-by-step set up, and form a mutual trust and inclusiveness, mutually supportive team atmosphere. As a team manager, we need to tap and play each person's strengths, so that they can play their full potential and continue to improve. In the project constantly make their own contribution to form a sense of accomplishment and belonging, once things from the "I Do" into the "I want to do" state, a lot of problems will be solved. "To do something will find aA method, do not want to do one thing will find a reason ", I always believe that the general project development, and will not meet the world-class problems can not be solved, most of them are able to solve the problem, once the members have their own mind to solve the problems, the solution will follow. In this mindset, the need to change will not lead to the resistance of the members, but will let him think about whether your change is a real value to the project, and his own in-depth analysis to put forward their own constructive comments, finally in the atmosphere of positive discussion formed a resolution. # # # The goal of the unified target team is the highest pursuit after the completion of the project, all the members need to form a deep consensus on the final goal, and only under the common goal of the drive to constantly overcome the difficulties and differences encountered in the process. For individual goals, it can be a promotion, a project to complete a number of online users, or the number of profitable projects, as long as the individual goals and the team goals are aligned in the general direction. # # # # # # # # Building Interest community from the organizational structure and benefit-sharing mechanism, let the demand of the proposed person and the realization of the interests of the community; a proud, a ruined, team members are in a boat, personal interest is the common interests. # # # # # # Full design and discussion of the project development process, many times in order to "fast", resulting in system design and rule logic did not want to completely started. In the final half or near the completion of the discovery mechanism is flawed, need to redesign, at this time the changes can be large and small. Full design prior to development, thorough understanding and thoroughly understand of product logic rules help to reduce the destabilizing factors in development. # # # Important Information several times to confirm that people and people in the ditch through, there is a wide range of "information funnel" phenomenon. Suppose a one thing needs B to do, the information funnel action process is as follows: 1. A in mind one thing, assuming the completeness is 100%. 2. A To find B, the process of describing things to B, because of the ability to express or the language of the defect, can only say 80% of things. 3. b in the process of listening to a expression, due to their own distraction or subjective bias and other factors, can only hear things 60%. 4. b in the process of understanding what they hear, because of their knowledge structure, understanding deviation, and so on, will lose 20 points of information integrity, get 40% of the information. 5. b In the course of execution, because the execution force or other factors lead to deviation, and lose 20, and finally only a 20% result. From the above simulation of the "information funnel" can be seen, initially a 100% completeness of a thing to B executed, only turned into a 20% result, and the original thing has been very different. Eventually A and B will have endless arguments and contradictions when checking the final result. In order to reduce the impact of the "information funnel", it is necessary to confirm the information in each step, and to minimize the loss of information. At the same time, all parties need to understand the existence of "information funnel", when the final deviation will be able to calmly continue to communicate the solutionInstead of blaming and blaming each other. # # # # # # # Requirements for optimal demand, when the requirements have entered the development phase, consider putting the optimization into the next iteration cycle rather than disrupting the current version progress, redesign and implementation. It also gives the product planning a time window to precipitate again and think about the necessity of modification and the completeness of the mechanism in detail. # # # Frank and Effective Communication project development aims to work together to complete the task, to make a recognized product. In the development process, both the product itself and the development members, there will be a lot of communication needs to be done. and communication to be smooth and ultimately fruitful, honesty is the premise of all premises. Only the honest communication, the matter is not people, let the communication people feel respected, in order to communicate effectively go on. Treat others as fools, floating on the surface of the polite, the hypocrisy of others will eventually lead to the loss of trust, no trust, the project lost its foundation, all the goals and vision will become illusory castles in the castle. # # After the change in demand after the first few parts have been done, should be able to significantly reduce demand changes, even if the changes will be limited to the impact of small areas. But if there has been repeated changes, resulting in contradictions, what are the options? First, the need to ensure that the members understand the change is inevitable, to ensure that everyone's recognition of the common goal, are in order to achieve the goal of a positive way to improve, the communication is still on a "channel", there is a common premise, the matter is not people, the discussion analysis, there is a communication to improve the premise that things can improve. Secondly, open communication is the basic element of any effective communication, "is its heart, sincerity its meaning", once the communication both sides feel the other party's frank communication attitude, their preparedness and resistance will be reduced, more easily return to the matter itself. Once again, communicate with each other to give enough respect, anyone has to be respected needs, "your psychology has not me"? When we communicate, whether you are a willing to solve the problem of the situation, this is very important, China is a human society. Most people are concerned about their attitude to others, knowing that "you care about me" under the premise that any problem is not a problem. Finally, success can cover up all the problems, even if there are more problems, contradictions, when the outcome of the project is a great success, all the problems will be temporarily covered up, but through success to cover up the problem is temporary, once the success of the failed to continue and replicate, the problem has already erupted. Everyone has their own ideas and ways to resolve the contradictions, the above is some of their own thinking, but prevention is the better choice. 170 reads  
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