The difference between making and creating

March 15, 2009

When I first started in games my managers were good guys, they tried really hard to understand what we were doing but there was a clear limit. My boss in Broderbund asked me once: "When will that bug be fixed?" To me this is a silly question, if I knew what the bug was, I wouldn't have written it in the first place. And so if I don't know what it is, how could I know how long it would take to fix?

I've had bad bosses too. Some that felt the best way to get things done faster was to yell. They didn't understand the difference between making something, and creating something.

When you make something, you know the exact steps. You can see your progress and know exactly if you are on schedule or behind. At the end of the day you can confidently say you completed the manufacturing of X number of widgets.

When you create something its never really done. There is always something that can be added or tweaked or polished. I'm often asked how many games I have completed, I always answer the same way: "I've completed none, but shipped about 25". These blog posts are examples of creating.

If you need some examples, did van Gogh make a painting? Or did he create it? (creating)

Did Henry Ford create a car? Or did he make cars? (making)

When confronted with a "make" type boss I try to give them something visual to explain the difference, feel free to use this...

Imagine there are 5 tall glasses in front of you. A glass full of water is a completed level with the level of the quality, or above, required by the market today. A full glass means its done, anything else than a full glass means more time spent on it would lead to improvement.

Now imagine that as a manager you allocate time spent on the development of these levels. In this analogy time is represented by water in a bucket. Start by filling the first glass with water until its full, then move to the second. If you run out of water and don't have 5 full glasses, you don't get more water... you have to redistribute the water you have until all of the glasses are filled to the same level.

So now, add a 6th glass... a 7th glass and then get the idea that you're diluting the completeness of each level by adding more levels and not adding more water (time) to the bucket. When the manager has added enough levels that most of the glasses only have a couple of drops of water, explain that the levels currently ready really aren't ready... By adding levels without adding time, all of the levels suffer.

I hope that helps... comments?

Mac
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Playing games before interviews

March 01, 2009

Recently, I interviewed at a very nice game publisher and developer. They were looking for an Executive Producer and my background makes me a good fit for such a position. I didn't get the job, despite the 7 hour interview, mostly due to the fact that the funding for the position had dried up.

They did have one big concern, I didn't seem interested in their title. I didn't download and play their free game prior to the interview. I tried to explain to them why, but I could tell it didn't sink in. Their ego says, he has to like our game because we love our game to be qualified for the position.

Unless I have never seen a title I don't like to play a game prior to the interview. If the game is totally unknown to me then yep I will play it and get to know it so I can speak intelligently on it in the interview. But if I know it well enough to have an opinion, I don't play it again.

But in this case, as is the case often, I had played it several times at E3 and I felt comfortable talking to them about it. When I got home from the interview, I tried to download the game... their custom made downloader informed me that it would take 9 days to download a 2 GB file. When I found a older version to download from another site, it took about 20 minutes to download and install. When their new downloader saw I had the previous version installed, it asked if I wanted to update, of course I do! It took 4 and a half hours to download a 350 MB file.

To add insult to injury, with about 50 MB of the update left Apple's auto-updater popped up with a 110 MB file it needed to download and install. That update, twice the size of the remaining game update, took 6 minutes to download and install. The original remaining 50 MB took 2 more hours. and when the installer tried to update, it crashed.

Had I done all of this before the interview, I would not have been happy. Although I wouldn't cancel the interview, I certainly wouldn't hold these developers in high regard. If asked if I liked the game, I would have said something like: "I'm not sure, its got 8 days left to download". These are not good things to say in an interview.

Its not disinterest, its for your own protection.

I'm starting to think that I shouldn't play games before the interview, because I want to have an open mind about the people. I want to know them before I know their product. If I am to be their leader, I lead the team, not the game itself. I know perfectly well that there are a LOT of factors that affect a games development and that developers are not always responsible for the end result.

Having said that, I think there's a huge benefit to not going in with a negative reaction to a game, and trying to sugar coat the truth when they ask me what I thought of it.


Your thoughts?

Mac
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