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	<title>Comments on: 5 Things About Planning</title>
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	<link>http://www.killtenrats.com/2007/05/17/5-things-about-planning/</link>
	<description>a group of adventurers on an epic quest</description>
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		<title>By: Seen in May at Kill Ten Rats</title>
		<link>http://www.killtenrats.com/2007/05/17/5-things-about-planning/comment-page-1/#comment-26687</link>
		<dc:creator>Seen in May at Kill Ten Rats</dc:creator>
		<pubDate>Tue, 03 Jun 2008 05:04:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1029#comment-26687</guid>
		<description>[...] How about (the apparently nearly most influential person in the MMO world) Scott Hartsman on being organizationally broken? Bonus chance to hate on Dell, if you like. I have commented previously on an outsider&#8217;s view of organizational failures in MMOs. [...]</description>
		<content:encoded><![CDATA[<p>[...] How about (the apparently nearly most influential person in the MMO world) Scott Hartsman on being organizationally broken? Bonus chance to hate on Dell, if you like. I have commented previously on an outsider&#8217;s view of organizational failures in MMOs. [...]</p>
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		<title>By: Self-Reflection at Kill Ten Rats</title>
		<link>http://www.killtenrats.com/2007/05/17/5-things-about-planning/comment-page-1/#comment-22535</link>
		<dc:creator>Self-Reflection at Kill Ten Rats</dc:creator>
		<pubDate>Tue, 05 Jun 2007 23:17:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1029#comment-22535</guid>
		<description>[...] digression over. As a process guy, I think you really need to have HR/volunteer policies in place and follow them. In my line of [...]</description>
		<content:encoded><![CDATA[<p>[...] digression over. As a process guy, I think you really need to have HR/volunteer policies in place and follow them. In my line of [...]</p>
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		<title>By: Zack Johnson</title>
		<link>http://www.killtenrats.com/2007/05/17/5-things-about-planning/comment-page-1/#comment-22416</link>
		<dc:creator>Zack Johnson</dc:creator>
		<pubDate>Sat, 19 May 2007 21:10:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1029#comment-22416</guid>
		<description>I&#039;m the guy in charge of the company that runs The Kingdom of Loathing.   I can&#039;t really speak to the practices of big commercial houses, but being involved in something that went from a single-man garage project to an actual company with an actual development staff, the points in this article really hit home.

The discussion of the 80% manager, 20% developer problem wouldn&#039;t look at all out of place in my autobiography, only my version would have more agonized whining in it.  It&#039;s like a lot of other jobs, I guess -- you work your way up until you&#039;re not doing much of the thing that drew you to the job in the first place.  And once &quot;making video games&quot; goes from being a &quot;holy crap, how did I get this awesome job&quot; thing to a &quot;yeah, this is my job&quot; thing, everything sort of changes.

We&#039;re lucky, because as a free web-based game, we&#039;re pretty much expected to be fast, loose, and chaotic with releases and fixes.  But I can definitely see how easy it&#039;d be to run into this kind of thing if we decided we wanted to try to develop a commercial project, where the end-user has a legitimate sense of entitlement.

I think people in this industry are often smart people who come from jobs where poor management engendered poor morale, and they know that people work more and better when they&#039;re happy.  And I think that makes it hard to crack the whip, and to have the whip cracked on you.    I&#039;m guessing the mere utterance of the word &quot;meeting&quot; has a higher cringe-factor among game developers than among the population at large.</description>
		<content:encoded><![CDATA[<p>I&#8217;m the guy in charge of the company that runs The Kingdom of Loathing.   I can&#8217;t really speak to the practices of big commercial houses, but being involved in something that went from a single-man garage project to an actual company with an actual development staff, the points in this article really hit home.</p>
<p>The discussion of the 80% manager, 20% developer problem wouldn&#8217;t look at all out of place in my autobiography, only my version would have more agonized whining in it.  It&#8217;s like a lot of other jobs, I guess &#8212; you work your way up until you&#8217;re not doing much of the thing that drew you to the job in the first place.  And once &#8220;making video games&#8221; goes from being a &#8220;holy crap, how did I get this awesome job&#8221; thing to a &#8220;yeah, this is my job&#8221; thing, everything sort of changes.</p>
<p>We&#8217;re lucky, because as a free web-based game, we&#8217;re pretty much expected to be fast, loose, and chaotic with releases and fixes.  But I can definitely see how easy it&#8217;d be to run into this kind of thing if we decided we wanted to try to develop a commercial project, where the end-user has a legitimate sense of entitlement.</p>
<p>I think people in this industry are often smart people who come from jobs where poor management engendered poor morale, and they know that people work more and better when they&#8217;re happy.  And I think that makes it hard to crack the whip, and to have the whip cracked on you.    I&#8217;m guessing the mere utterance of the word &#8220;meeting&#8221; has a higher cringe-factor among game developers than among the population at large.</p>
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		<title>By: 80% administrasjon &#171; Mazikeen</title>
		<link>http://www.killtenrats.com/2007/05/17/5-things-about-planning/comment-page-1/#comment-22402</link>
		<dc:creator>80% administrasjon &#171; Mazikeen</dc:creator>
		<pubDate>Fri, 18 May 2007 10:55:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1029#comment-22402</guid>
		<description>[...] 18th, 2007   Zubon på ktr har skrevet en god tekst om planlegging og hvorfor folk må gjøre ting så vanskelig for seg selv. Foranledningen er [...]</description>
		<content:encoded><![CDATA[<p>[...] 18th, 2007   Zubon på ktr har skrevet en god tekst om planlegging og hvorfor folk må gjøre ting så vanskelig for seg selv. Foranledningen er [...]</p>
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		<title>By: TGB</title>
		<link>http://www.killtenrats.com/2007/05/17/5-things-about-planning/comment-page-1/#comment-22395</link>
		<dc:creator>TGB</dc:creator>
		<pubDate>Fri, 18 May 2007 04:58:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=1029#comment-22395</guid>
		<description>This issue seems to be extremely pervasive in a lot of software companies.  I know that it exists outside of software companies, but it really seems to be the rule rather than exception when it comes to software.  Entertainment software seems to be the biggest culprit.  I would be interested to see what SOE&#039;s documentation process was like as well as Blizzard&#039;s.  I would love to know what sort of processes are in place, just how many project managers there are and how they operate in an industry that seems to be inherently anti-organization.

I picked up the job of project manager in mid-stride.  Developers hated to give me hard fast deadlines, I couldn&#039;t get Operations to even give me a reasonable time line and I couldn&#039;t even start on end-user docs, release notes, or marketing until I knew when other things would be getting done.  Status meetings became a nightmare because trying to get people to nail down deadlines and actually stick with them because the equivilant of pulling blood from stone  I personally don&#039;t understand it.  It doesn&#039;t make any sense to me and ended up causing me hours of stress.  We did end up releasing, 2 months late, but we released and I only had a few death threats.

Part of the issue is if those in manager positions don&#039;t show a respect to those who are doing project management, it&#039;s handed down.  A project manager isn&#039;t a glorified secretary, they are a coordinator, organizer, task driver, bad guy, cheerleader, meeting planner, and communicator.

The more I hear about what happened with Sigil the more frustrated I become because it was something that was so preventable.  It was something that never had to happen if there were strong minded and vocal project managers on staff to keep things moving.

Oh yes, they also need to be able to say no to upper management.  They need to be able to defend their reasonings and they need to stand by their guns.</description>
		<content:encoded><![CDATA[<p>This issue seems to be extremely pervasive in a lot of software companies.  I know that it exists outside of software companies, but it really seems to be the rule rather than exception when it comes to software.  Entertainment software seems to be the biggest culprit.  I would be interested to see what SOE&#8217;s documentation process was like as well as Blizzard&#8217;s.  I would love to know what sort of processes are in place, just how many project managers there are and how they operate in an industry that seems to be inherently anti-organization.</p>
<p>I picked up the job of project manager in mid-stride.  Developers hated to give me hard fast deadlines, I couldn&#8217;t get Operations to even give me a reasonable time line and I couldn&#8217;t even start on end-user docs, release notes, or marketing until I knew when other things would be getting done.  Status meetings became a nightmare because trying to get people to nail down deadlines and actually stick with them because the equivilant of pulling blood from stone  I personally don&#8217;t understand it.  It doesn&#8217;t make any sense to me and ended up causing me hours of stress.  We did end up releasing, 2 months late, but we released and I only had a few death threats.</p>
<p>Part of the issue is if those in manager positions don&#8217;t show a respect to those who are doing project management, it&#8217;s handed down.  A project manager isn&#8217;t a glorified secretary, they are a coordinator, organizer, task driver, bad guy, cheerleader, meeting planner, and communicator.</p>
<p>The more I hear about what happened with Sigil the more frustrated I become because it was something that was so preventable.  It was something that never had to happen if there were strong minded and vocal project managers on staff to keep things moving.</p>
<p>Oh yes, they also need to be able to say no to upper management.  They need to be able to defend their reasonings and they need to stand by their guns.</p>
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