Kuala Lumpur

The following is probably only funny to my college friends, but it proves that I’m not the only one who waits years for the perfect chance to say something ridiculous. Eric does too!

Meg: Remember when you poured iced tea into my lap twelve years ago?
Eric: Yes. You haven’t let me forget it.
Meg: I totally one-upped you the other night.
I set Harold’s napkin on fire at dinner.
Eric: Oh did you…
Cool, now you can lay off about the tea.
Meg: it was all his fault, really.
Eric: If he hadn’t been cleaning the dishes with lighter fluid, the napkin would have been fine?
Meg: haha no, I was distracted,
which is clearly his fault!
Eric: I see. Surely he knows better then to distract you when there’s fire nearby
Or sharp objects, fragile heirlooms, steep hills/cliffs, water, hamsters, budgies, carrots, handbags, cheese, kuala lumpur

It also proves that I should probably not be trusted in restaurants with candles.

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Thoughts on Michael Saladino’s GDC Talk “Wake up! Your Team is on Fire! Why Your Real Problems Are Cultural and How To Change Them”

A common metaphor we all hear in game development, and software development in general, is fire. After an absence, we ask our team what’s on fire. We talk about projects that are on fire, we refer to fighting fires as we try to solve development problems in the face of release deadlines. I’m personally guilty of this, I triage my tasks into what’s most on fire to solve first, and I use those very words when I do so.

Michael Saladino believes this disaster metaphor is a symptom of a lack of understanding the problems in game development. Smart studios should work to give up the disaster metaphors, and start viewing problems like treating cancer. In this model, problems in development should be addressed as symptoms of a larger problem.

The fire is not, say, a looming and impossible milestone, but a symptom of a systems failure. That milestone that’s giving the team such a problem didn’t occur in a vacuum, so is the cause a poor management call? A team too small for the workload? Ineffective software? Wildly differing expectations from different departments?

Smaller problems will point to the root cause, but unfortunately, these low-level problems are often ignored. Whether it’s a too-small team, poor management, flawed software, or dozens of other systemic challenges, this root cause will continue to result in low productivity.

Good crunch is when the team orders pizza into the office, and stay late completing tasks and hitting a deadline. In good crunch, meeting a deadline is a motivator. The dev team all want to hit milestones and hit ship dates, and they’re ready and willing to stay late to make that happen.

Bad crunch is when the entire team works evenings and Saturdays, spends Sundays trying  to sleep off some of their exhaustion, and drag themselves in on Monday to do it all over again. Bad crunch is sustained. Employees burn out, leaving the games industry or at least the company.  (For anyone who may be unfamiliar with it, I’d like to point you to Erin Hoffman’s 2004 “EA Spouse” essay on the state of crunch and the development lifestyle. And in the tech world, Facebook’s Sheryl Sandburg just made headlines for announcing that she leaves work early — at 5:30 — every day to be with her family.)  Often a crunch schedule’s long hours are instituted by the company, when management calls in the employees’ promised dedication to work, in order to ship a product on time.
Saladino points out that when faced with difficult goals, many employees start their own crunch time. When an employee feels that his deadlines are impossible, that he’s hitting a low percentage of his goals, that he’s being pulled in too many directions, or whatever the flag is that his work is slipping away, employees will stay later and create their own crunch schedule.

This is caused by people who are dedicated to the job and the product, facing impossible deadlines. Saladino doesn’t actually spell this out, but I believe that this self-imposed crunch comes out of employees who are committed to the game and to the games industry. Otherwise, why not be out the door at 5:01 PM?  That same motivation and the same work ethic that causes good crunch and higher productivity also creates the productivity drain of long hours.

Saladino refers to his thesis that bad crunch is a symptom of a systemic illness, and to eliminate this symptom, a good studio needs to diagnose and cure the root cause. To this end, he suggests many ways to clear up communication and process, and to set and achieve reasonable milestones.

Good advice for an industry known for long hours and early burnout, but it will be interesting to see how many studios can take the time from firefighting to remodel the development process.

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Protecting The Finnish

I’m on a Skype call for work, meeting long-distance with co-workers based in Manhattan and in Gothenburg. One of the guys has just told us a Swedish joke, and then asked if anyone else knows a good joke about Swedes. Or possibly a joke at the expense of Norwegians? Scandinavians? Sadly, the Americans don’t have much to add here, and that brief moment of camaraderie is about to sink back in to the swamp of misplaced emails and impossible deadlines.

Then, I remember that I do know a good Scandinavian joke! I’ve been waiting years for the perfect opportunity to tell my sister’s best joke!

“Hey, guys!” I say, “I’ve got one! Why do they polish the tanks in Helsinki everyday?”

I was very happy, it’s been a long time since I got to use Bethie’s joke about protecting the Finnish. The last time it was really appropriate in everyday life, I was on a mad rush to the American Embassy in Beijing. True story.

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Daredevil

Stick asked me the other night where if my sister Bethie picked a grad school yet.

“She did!” I tell him. “She’s going to Columbia! She’s going to live in the city, near me!”

“Columbia? That’s a great choice!” Stick says, “because that’s where Daredevil went to school!”

 

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Magic Library

I’ve been reading a lot on my Kindle, and just as I was about to run out of money buying books, Roy told me I could check NYPL e-books out on my Kindle. This is pretty much the greatest thing ever.

The electronic library collection includes the type of bestsellers I love to read, and to have read, but not necessarily devote space to in my tiny Brooklyn apartment.  I can get those from the library now!

Ok, so from time-to-time, I think that the person who designed the browsing UI and the checkout process secretly works for Amazon, and wants all the library patrons to give up in frustration and just order the bloody thing. But requesting library books for my Kindle is still pretty much the best thing ever.

When I hear a book review on NPR or read one on a blog, and then I search for that book in NYPL Kindle titles, and then I add myself to the waitlist after 50 or 100 other library patrons who already heard the NPR review and grabbed that title. Then later, the library sends me an email saying that my book is ready! Turns out those 50 or 100 borrowers read freakishly fast, too. So I sign in to download it, which can be done from pretty much anywhere (although one of the weirdnesses of the interface is that the actual eNYPL site isn’t smoothly compatible with the Kindle browser, so I can either use a proper PC or use the Kindle and swear a lot), and it magically downloads to my reader.

So I did that on the train, coming back from Durham, looking for books to request and to appear magically into my hands. Free.

I love living in the future! I hope I get my flying car next!

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Arizona

My company shares a floor with a bunch of media companies, social advertisers, and tech start-ups, and someone on our floor has gotten a contract with Arizona and left a crate of Strawberry Coladas in the office kitchen today. That person is my new favorite! These are so yummy!

Turns out, these Arizona Strawberry Coladas are 2.5 servings per bottle… so I’ve had 7.5 servings of pretend cocktail today.  And the second ingredient, after water, is high fructose corn syrup, or as we writers with the extensive vocabularies like to call it, SUGAR. What’s seven-and-a-half times ALL THE SUGAR IN THE WORLD??? BECAUSE THAT’S WHAT I JUST DRANK!!

I’m not sure who has the Arizona contract and who left a crate of these up for grabs in the office kitchen, but that person is my new favorite! I’ll probably go hug them after I run around the building a couple more times!

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Impressing The Ladies

This mission, Professor’s Kardsten’s Journal, is one of the tutorials from Next Island, and Professor Kardsten, a book-loving historian, is a character I really enjoyed working up.

Lots of the time, I wonder if players actually read through my dialogue, or just click through as fast as possible, trying to get to the reward.

But I guess some of them actually do read it!

 

 

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(Not Terribly Subtle)

My bio in A Torn Page

I’d really like to send this back in time about two years, to when I was living in Cary, waiting tables and desperately looking for any kind of satisfying work.

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Irish Cream Latte

Harold: …then we’ll go once you’ve finished your coffee, James Joyce.
Meg: What did you just call me?
Harold: James Joyce. Because of your Irish cream latte.
Meg: Oh, thank goodness! I thought you meant because I write long and annoying stream-of-consciousness ramblings.

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The Round Tables

After my pass delays, I came late to Evan Skolnick’s Learn Better Game Writing In A Day, and tried to slip quietly into the room. Oddly, the room for this  all-day lesson was laid out not in lecture-hall rows, but in round tables of about eight people each. It seemed fairly awkward to squeeze in, late and trying to be silent, with my back almost to the lecturer.

There was a great mix of confirming how I see storytelling in games, introducing new ways to present interactive content, and tying the expected narrative flow in games to the narrative flow in other media.

We were assigned several individual writing pieces, and several projects with the group around our table. In college, I hated group projects, because there was always one student who hadn’t done the reading or wasn’t really understanding the material, and the rest of the group would have to float this person. (I am, ahem, not the most patient person in the world.) This was entirely different, the group work was one of the most interesting parts of the day.  Everyone in the room works in the creative side of the games industry, and every one of us thought we could stand to get better at it.

Sometimes I think that I’m working in my dream industry, so I shouldn’t be complaining about any work struggles. You work in videogames, jerk, how can you ever be stressed out by work? But it was amazing to talk with so many others who have that same struggles I do with the gap between the work in your mind and the work on paper, with the gap between the work on paper and the finished project.

These are my people, I thought, looking around the round table. These are my people.

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