This post switches gears a little from my usual stuff, but it’s something I feel quite strongly about so I thought I’d post it. A while back I spent some time at a previous employer, playing poker, sprinting, spending a few minutes each morning in “the War Room” and generally dicking about with Post-It notes. In this post I aim to discuss a little about the scruming process and what I believe are its flaws. This post is a jab at scrum and a swipe at the way it’s haphazardly forced upon many studios by corporates after sending someone on a 3 day course and giving them a couple of books.
1. Something has to give!
It’s true enough… Something always has to give. When we consider programming and scrum that “thing” invariably ends up being testing as programmers try to cram as much code in as possible to sign off the user stories by the end of the sprint (why they do this is beyond me, and as you become more versed in the bullshit that is scrum you become acutely aware of one truth, there are no consequences for failure!). When you work in games with people who’ve been around the block (apart from all the cool hacks and craziness) you’ll occasionally get to hear these horror stories about people hacking “features” together to a standard that is just enough to pass a publisher milestone and then re-doing them completely later on in the schedule, sprinting makes me feel like I’m working at an indie developer in the early 90’s.
2. Programmers suck at planning.
Okay, so perhaps this is a little unfair, but planning and estimating things is hard, no matter how hard you try you’ll probably always end up with massively underestimating or overestimating the amount of work for a given task. When it’s the latter, user stories inevitably slip back to the backlog… This doesn’t really matter, as you can just pick them up again on the next sprint, no harm done, right?
3. Tech is implicitly unpredictable.
When you’re working on things that have never been done before, as is often the case at leading edge development studios your job is intrinsically unpredictable. Planning things that have never been done before is pretty tricky. Scrum advocates will claim that scrum forces you to break things down and yeah breaking them down is helpful, but this isn’t really an attribute of Scrum. Any sensible coder will just do this anyway.
4. Iteration is unsupported.
Look at any top game out there, what makes it have that 90+ metacritic? Okay, strong gameplay, style, originality, shit hot graphics and whatever else, but a big part of it is polish. Polish isn’t really quantifiable, it just takes time and effort and a love for the work. Look at your Drake’s Fortunes, your GTAs or your Geometry Wars. Polish is what makes these games great and guess what? It is entirely unsupported in scrum. I would argue a user story early in the production cycle simply can’t be delivered if it states “final quality”.
5. Why do I get a say?
Why do I have a say on art tasks? From a technical standpoint, I can appreciate that some degree of core technology opinion and influence is probably healthy, but in the main I have as little business telling an artist or designer how to model a character or design the flow of a level as they do telling me the best way to optimise pre-pass lighting on the SPUs. Lets face it, artists (in the main) know nothing about code and vice versa. Scrum teams mixing disciplines give everyone a say on everything… See point 8.
6. Scrum != Agile.
Is it just me, or is taking an entire sprint to react to changes not very agile?
7. Less done.
A simple equation…
More time fucking about + more time planning to work = less actual work done. But hey, we get to look at those pretty little, (hopefully, but mostly not) monotonic burn down charts in Hansoft right? Awesome!
8. Too Many Coders Spoil the Broth
Having four people actively developing, refactoring and writing the same systems together is usually stupid. It might increase knowledge, but it reduces code quality, increases hassle and creates bottlenecks because scrum rigidly insists that problems have to be tackled in priority order. Pair programming I don’t have a problem with, in fact I think it’s great, but again this isn’t a scrum-only thing, coders have been doing this for years.
Simple Tip: If you need to share knowledge (and simply talking to your co-worker who wrote the software in the first place won’t suffice), then just have your producer build in time for documentation…
9. Forced Demonstration
Making teams demonstrate user stories are complete in really contrived fashions is nothing short of retarded It wastes my time and the time of the poor, unfortunate senior manager paraded out every month to review your changes. If I have a user story to optimise a function what benefit is it to anyone if I produce a document demonstrating this to be the case? I’ll give you a hint: Fuck all. So what detrement is it? It wastes time, which wastes money, it makes other user stories slip, it invokes a mini-crunch to get features demonstrable (which is bad for morale) and if you fail the user story because the document or demonstration scenario wasn’t written properly, it means more farting about planning to repeat the entire exercise next sprint!
10. Maximum Churn!
Having a bunch of coders commiting code into a branch when you’re trying to get a build together is bad enough. The amount of code churn that results when a scrum team collapses an entire sprint’s work into a development line at the same time that several other teams do the same? That just completely sucks. This may sound a little anti-branchy but it’s really not. If there features were continuously integrated from a team’s branch there would be no problem. Of course, nothing in Scrum prevents this from happening, except of course in reality that it’s more time that you need to account for in your sprint plans up front, who’s to say that another team haven’t modified a load of stuff you’ve also changed and caused you untold merge pains?… It’s also something that will slip at the first sign that you’re going to miss the deadline for your user stories.
Are there any positives? In short nothing that one can really attribute to the scrum process. Team communication, pair programming and breaking tasks down are things that good programmers and teams will do anyway. I must stress before signing this rant off that these are just my opinions of scrum that I’ve experienced first hand, it may not be the same for everyone else, feel free to post any comments you have on the matter, it’d be good to hear from anyone who’s had a positive experience of the scrumming process.
If you’ve made it this far, thanks for reading and see you soon!
Ste