DECEMBER 1998 GAME DEVELOPER MAGAZINE V GAME PLAN 600 Harrison Street, San Francisco, CA 94107 t: 415.905.2200 f: 415.905.4962 w: www.gdmag.com Ditch the Death March Publisher Cynthia A. Blair cblair@mfi.com EDITORIAL Editor-in-Chief t the conclusion of World As Walton explains in his article, Alex Dunne
[email protected] War II, Japan was nowhere Kesmai (like practically every game Managing Editor near the industrial power- development company) experienced Tor D. Berg
[email protected] Departments Editor A house that it is today. The intense pressure to complete a number Wesley Hall
[email protected] management of Japanese companies of games in time to guarantee their Art Director was almost feudal in nature: plant man- delivery to stores by Christmas. The Laura Pool lpool@mfi.com agers were practically overlords, and burnout and frustration that this used Editor-At-Large Chris Hecker
[email protected] workers were viewed as serfs. One of the to cause his teams prompted the com- Contributing Editors people who helped turn Japan around pany to find ways to gain better control Jeff Lander
[email protected] in the ‘50s was American management of projects. And while Walton stresses Mel Guymon
[email protected] consultant Dr. Edwards Deming. that Kesmai’s developers still encounter Omid Rahmat
[email protected] Advisory Board Deming’s lesson to managers in the occasional “crunch period,” adopt- Hal Barwood LucasArts Japan and America was fairly simple. In ing formalized development standards Noah Falstein The Inspiracy a nutshell, he said that managers’ infat- and procedures for their projects has Brian Hook id Software Susan Lee-Merrow Lucas Learning 2 uation with short-term thinking, merit given everyone more confidence in esti- Mark Miller Harmonix systems, quotas, management by objec- mating work duration, resulted in fewer Paul Steed id Software bugs in their games, and made the Dan Teven Teven Consulting tives (MBO), and so on, was all wrong.