Chapter 3. Project Management/ManagerKEY TOPICS
As mentioned before, online games are complex creatures with plenty of moving parts . This is a lot to juggle, especially over a two- to four-year development timeline. To finish development in a timely manner, the team must be very tightly organized. This is a factor that has been missing in most online game development projects to date. The main cause has been a lack of institutional training and experience in pure organizational techniques; most producers seem to think that just knowing a bit about Microsoft Project is all they need. The glue that will hold your online game project together and get it out the door is the project manager. This is the person who keeps the milestone and task list, tracks potential blockages, knows what everyone is doing, keeps records of it, plots it all out, and then follows up by keeping the producer, the leads, and the team informed. And that's just the start. A project manager looks at the whole ball of wax, decides what is needed to track the project, determines what creates blocks to good tracking and good working conditions, and helps set the team up for success by demanding accountability. His or her responsibility isn't just making marks on a project timeline; it involves anything that presents , or is likely to present, a block to completion. Thomas Howalt, an experienced project manager who was brought on to the Anarchy Online ( AO ) team by Funcom AS to help turn around the game after a disastrous launch, defines the responsibility with this list:
When looked at in this light, it should be obvious to the most casual observer that the project manager is a pivot point around which swings the success or failure of an online game development project. |