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2.10 SUMMArY take a break (and usually some number of them would disperse onto other proj- ects or other walks of life). Then you'd start planning for the next project. If you were building a pc project, you'd start thinking about a patch. If you were launching an mmO, your heartache was just beginning since support and regular updates are key. The two models have grown much closer together since the advent of the wired, always online console. First, users now expect that titles not be "fire and forget" and no longer are console patches demanded just for crashes and major security issues. Even console titles are expected to deliver title updates in response to com- munity feedback, perceived balance issues, and so on. moreover, in recent years publishers of console products have found that one of the more insidious threats to their profits is the growing popularity of used game sales. One of the ways to counter this problem is to create longer lasting value by offering downloadable content or other types of product updates that keep users engaged. hence, for months or even years after a title is released, you'll often be expected to issue regular updates, extensible multiplayer modes, and other ways of maintaining user engagement. details regarding the management of a permanent development team of the type required to support year-on-year updates and expansion packs is beyond the scope of this discussion. however, clearly it poses particular challenges for a highly dis- tributed team, spread across several discrete companies. If you find it likely that you're going to be asked to support the product for an extended period of time, you're going to have to find a way to do the following: · ensurethatyouhavelong-termownershipofanykeytalentcenters. · eliminate proprietary knowledge that resides only with one or two people. Eventually, you'll lose them. · Documentbothprocessesandtools. · Investinoperationsandcertificationexpertsonyourteam.You'llbedoinglots of it. · Startworkingtobuildadataminingprocesstogetdirectinformationonhow your users interact with your product. 2.10 Summary That's enough overview of the process. In the next chapter, we'll talk about the major groups you'll want to bring in and what kind of people you'll want to surround yourself with to ensure success for your distributed development project. 29