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Reexamining the CCP Development Cycle

Author
Poetic Stanziel
The Scope
Gallente Federation
#1 - 2012-10-09 22:02:33 UTC
from http://poeticstanziel.blogspot.ca/2012/10/reexamining-ccp-development-cycle.html

Players want it all. They want their iterations and fixes, but with every expansion they want something big and meaningful as well.

The problem is that CCP's development cycle for each expansion is quite short. And being quite short, they don't have the time to really give depth of features.

Player expectations (which are always high), simply don't mesh well with the short development windows that CCP gives itself.

The development time for a summer expansion is approximately five months. January to May. Tack on another month for fixes and iterations once the expansion is released. Then there are two months of summer holidays, when CCP development slows to a crawl. The winter expansion cycle is much shorter, starting around the end of August. A three month development window, with another month of fixes and iterations once the expansion is released. This is the CCP development year.

What seems to happen, especially with the big features, is that CCP announces a really exciting upcoming idea at their fanfests and player meets. Then come release day, that idea always seems to be a pale shadow of the original pronouncements and "promises." The short development cycles should likely be blamed. There's never enough time to deliver everything, and some of the features of these bold and grand ideas have to be left on the cutting room floor.

Take Inferno's faction warfare, as an example. This probably should have been re-developed from scratch, given a complete rethink. But due to the short window of development, existing features were simply massaged and iterated upon. What resulted was a system that focused on PvE and loyalty points, rather than a system that focused on PvP. The five month summer expansion development window precluded anything but the massaging of existing features, rather than the development of all-new features.

I would suggest a single expansion cycle per year. Each expansion will focus on either a broad theme (i.e., industry or war) or a single big exciting (jesus) feature (i.e., POS revamp or ring mining.) This allows CCP to really give a theme or single concept the development time it deserves and to really pack on the features, deliver to expectations.

As well, throughout the year, various smaller iterations, fixes, and rebalances can be released. Every team will not be working on the main expansion full-time, and when they're not doing so, they can work on some of the low-hanging fruit. The little things. These are released to the players as they are completed.

What we end up with, is a fully-fleshed out concept/theme, once per year. As well, throughout the year, a random collection of little things released in a relatively constant stream.

It would seem to me, with the upcoming POS revamp, that a change in development cycle would be advantageous. The POS revamp, as envisioned at fanfest and player meets, is a massive project. A rethink of what currently exists. Modular structure-cities in space. It will require a lengthy development window. It will require work from most of the CCP development teams (though not all of them simultaneously.) So, while CCP still get the time to develop POSes in the correct way, working to deliver the expectation (rather than the pale shadow), there is still development time throughout the year to tackle little things, release them as they are finished. Players are thus not waiting a full 12 months for one big feature, plus a collection of smaller features. Rather, they wait 12 months for the big feature, and are delivered smaller features throughout the year.

Even with the change in development cycle, CCP doesn't lose out on the marketing potential that expansions bring. The expansion concept remains, CCP is just given time to deliver a yearly expansion of greater depth and scope.

Some will complain, that we're being short-shrifted an expansion per year. That's not really looking at the larger picture. Given the short development cycles to begin with (especially winter), we're being short-shrifted on the larger features in a two-expansion per cycle to begin with. I think, in the long run, CCP will be able to deliver better content if they switch to a one-expansion per year cycle.
Jim Era
#2 - 2012-10-09 22:03:26 UTC
so many threads that are just like

wat™

Wat™

Nanatoa
#3 - 2012-10-09 22:06:14 UTC
You should spread out your posts more, to ensure each gets the attention it deserves.

"Stay the course, we have done this many times before." - (CCP) Hilmar, June 2011

Shizuken
Venerated Stars
#4 - 2012-10-09 22:09:34 UTC
I reject the assumption that CCP only works on thing that can be accomplished in a five month time frame. I am sure there are many things released in patches that took several cycles to complete.
Touval Lysander
Zero Wine
#5 - 2012-10-09 22:11:58 UTC  |  Edited by: Touval Lysander
Are you actually posting here for content?

Or soliciting blog traffic?


If the former, dump the link.

If the latter, dump the content.

"I've always been mad, I know I've been mad, like the most of us...very hard to explain why you're mad, even if you're not mad..."

Scatim Helicon
State War Academy
Caldari State
#6 - 2012-10-09 22:12:45 UTC
This seems like a longer version of the question I asked here and which the CSM sort of answered (and sort of didn't, and sort of didn't quite seem to follow) in the town hall talk that followed.

Every time you post a WiS thread, Hilmar strangles a kitten.

Poetic Stanziel
The Scope
Gallente Federation
#7 - 2012-10-09 22:20:57 UTC
Touval Lysander wrote:
Are you actually posting here for content?

Or soliciting blog traffic?

If the former, dump the link.

If the latter, dump the content.
I, of course, like blog traffic.

For those that don't want to click through, the whole article is posted. For those that want to make my little graph grow, the link is there for their charity.

I'm not sure why this bothers you so much.
Poetic Stanziel
The Scope
Gallente Federation
#8 - 2012-10-09 22:23:57 UTC
Shizuken wrote:
I reject the assumption that CCP only works on thing that can be accomplished in a five month time frame. I am sure there are many things released in patches that took several cycles to complete.
TiDi would be an example of that, for sure.

I think there are far fewer projects that extend beyond single cycles than we'd like to think. Crimewatch has been discussed for close to year, but from what I've seen and heard, coding was not actually begun until this August. (Devs can correct this, if it is an assumption in error.)
Poetic Stanziel
The Scope
Gallente Federation
#9 - 2012-10-10 07:51:11 UTC
One of the better comments I've read:

Quote:
I agree that the present schema gives the impression of grandiose dreams hammered flat into tawdry product by the dual hammers of limited working-time, and the major complexity of the existing code.

I don't (and don't pretend to) have a solution as such, but I concur with the idea that there needs to be a division between "New features", "polishing" and "Make and mend". New features should be developed to a stable and (relatively) complete state before they are released; existing features which are to be polished (eg ship skins or new warp effects) can be rolled out at any time once they are ready; "Make and mend" (by which I mean "It's *** BROKEN!! and the [griefers] are exploiting it" (insert your own hate-cabal as appropriate)) needs doing soonest and ought not to be waiting for a formal expansion.

In practice, I think I'd see this as (at the least) a monthly release of "make and mend" (possibly under the banner of CONCORD bulletins), polishing perhaps once a quarter (possibly bannered as new corp developments), and the "Jesus-features" twice a year as now, but with each one being *one* feature, thoroughly tested. This would eman that, in oder to get the lead time for the first feature, we might have to endure one cycle without anything really major, but it would then allow a rolling programme of improvements, with something always on the horizon, even if only rebalancing whatever weapon system has suddenly proved over-powered.
Vulix
Doomheim
#10 - 2012-10-10 08:06:17 UTC
I wish I had time to sit on my ass and write blog posts about EVE all day
Graic Gabtar
The Lemon Party
#11 - 2012-10-10 09:03:11 UTC
Small 'r' risk is the new CCP mantra.

All you need to know.

No more Incarna scale disasters.

Plenty of scope for stuffing up, but less chance of '20%' impact.

I don't think there are many more jobs left at CCP they can get people to do for free.

(Do you work?)
Veschenko
Sebiestor Tribe
Minmatar Republic
#12 - 2012-10-10 10:59:39 UTC
Vulix wrote:
I wish I had time to sit on my ass and write blog posts about EVE all day


Exactly this.
Brooks Puuntai
Solar Nexus.
#13 - 2012-10-10 11:04:54 UTC
Been saying this for years. \What?

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Theresa Lamont
Rogue Fleet
#14 - 2012-10-10 11:16:18 UTC
Maybe CCP devs need to train Multitasking lvl 5. That should do.
War Kitten
Panda McLegion
#15 - 2012-10-10 11:28:18 UTC
Poetic Stanziel wrote:

I think there are far fewer projects that extend beyond single cycles than we'd like to think. Crimewatch has been discussed for close to year, but from what I've seen and heard, coding was not actually begun until this August. (Devs can correct this, if it is an assumption in error.)


So the development cycle, to you, is just the actual coding work? The design, discussion, theorizing, whiteboarding, brainstorming, etc, falls outside that scope?

If so, then I reject your thesis. 5 months is plenty of time to simply put design into code and test it for a couple decent features given the programming resources CCP has. If not, then Crimewatch is a prime example that you're wrong about features having to be contained all in one development cycle.

Also, well done making "iterate" sound like a bad thing. Can't please everyone... some want big new features and say forget iterating on old... some want existing features iterated on to improve them and say to hell with "Jesus features".





I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Inquisitor Kitchner
The Executives
#16 - 2012-10-10 11:38:51 UTC

I'm not sure I want a massive overhaul of the game/introduction of a new feautre/whatever once a year.

Realistically if you introduce something massively new to the game (Incursions) or totally overhaul something so its no longer the same (FW) what is really best is letting that run for 3 months to get people use to it, letting it run for 3 months to see all the massive exploits players have found and then letting it run for another 6 months to tweak it so it fits into the game as well as possible as another equally good option for whatever it does, rather then the be-all and end-all or totally pointless.

At each of those stages in what I have described it takes 12 months and a team working on figuring out what changes to make etc etc. Even assuming you're an amazing project manager and you start weening staff off the project the longer it goes on as it should need less people and putting them onto the next Big Thing you're not going to have your full compliment of staff for 12 months. That's not to mention really you should have staff adjusting other aspects of the game when you introduce a new one just to make sure everything is an even footing.

Personally I think a Big Feature every 2nd year sounds about right, as it'll take 12 months to get it settled in properly, then 12 months to work on the next big thing. All the while you have side teams working on things like ships, UI etc all to slowly improve the game bit by bit.

That's my view anyway.

"If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli

Vertisce Soritenshi
The Scope
Gallente Federation
#17 - 2012-10-10 11:47:22 UTC
Whoever made that article clearly doesn't understand how dev cycles work. CCP doesn't just think up some new feature, slap it out in 3 months and call it a day. They might focus a little more on one feature once it is getting close to being finished in order to get it into an expansion but a lot of the projects have been worked on for a year or more before they were released. A single expansion from summer to winter is not a "dev cycle". Maybe an "expansion cycle" but not a dev cycle. Dev cycles are typically determined by the amount of time it takes them to complete a task. It doesn't necessarily have to coincide with an expansion. The features coming in this expansion, for all we know, could have been being worked on several years ago.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Mai Khumm
172.0.0.1
#18 - 2012-10-10 12:03:35 UTC
I believe that majority of playerd would prefer one massive expansion per year with "updates" and addons inbetween. Instead of the now standard 2 half assed expansion we currently get!
Karl Hobb
Imperial Margarine
#19 - 2012-10-10 13:23:27 UTC
Posting in a Peotic Stanziel spam thread.

A professional astro-bastard was not available so they sent me.

Jenn aSide
Worthless Carebears
The Initiative.
#20 - 2012-10-10 14:08:38 UTC
Poetic is right, ccp development cycle and how they implement things could be WAY better.

I've been following the proposed npc AI changes and I'm less than impressed with the thought processes going on with these guys, we're telling them some of the obvious consequences of what they are doing, consequences they've already seen in their play testing as evidenced by the fact that the DEV making the changes has already said that some of the NPCs will have to keep the old dumb AI because changing them would make some complexes and missions unplayable.

Yet they still press on with making the change, rather than doing it right the 1st time and starting a multi-cycle revamp of NPC behavior and PVE content design. The most likely end result being CCP breaking some of the ways players make isk for pvp activity which in turn will mean they will have to spend more real life money and time fixing what shouldn't have been broken.....

I don't dislike what they try to do, I dislike the inefficient haphazard way they sometimes do it. Had it not been for player outrage and riots last time around, they would have kept doing it, but it seems the course correction they made after those riots are fading away, as evidenced by our wonderful new item management interface....
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