Ian J. Wessman's

Five ¢ents

  • January 25th
    In order for highly hierarchical organizations to be effective, they require one person who understands everyone else’s work at least as well as the individuals doing the work, and other people who are willing to be subordinates yet are still good enough to actually implement the design. Given the complexity of most top game titles, this just isn’t practical — if you were good enough to do the job, why would you want to be a flunky? On the other hand, completely unstructured organizations suffer from lack of information and control — if everyone just does their own thing, the odds that it’ll all fit together in the end are somewhere around zero.
    –Ken Birdwell, senior developer at Valve, explaining the Cabal Process. As true for any interactive project as it is for game design. [Emphasis mine]
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