Sunday, September 09, 2007

The importance of corporate solidarity

As a enterprise technical director, I recognize the importance -- and challenge -- of keeping everyone on the same page. Some recent video game happenings have prompted me to write about it.

So, I'm gonna talk about my version of what I call "corporate solidarity", why it's important, why it's hard, and why it sucks (and what costs) when it's broken. And I'm going to use two recent examples that aren't big by themselves, but give me a launch pad for discussing this in a games industry context -- BioShock and Crackdown.

"Corporate Solidarity":

From a functional perspective, if the various development, QA, project management, support, operations, and other parties are not marching to the beat of (largely) the same drum, I can't get the products and services for which I'm responsible out the door. And once I get them out the door, if people don't have a "one team, one brand" perspective, a lot of folks' ridiculously hard work can be thrown out the window in a heartbeat.

Maintaining this is hard for a bunch of reasons. Actually, we could say, "The reasons corporate solidarity falls apart is Legion" (both due to the connotative sense of the word, and because when all of these things stack up against you, they can feel vaguely demonic; I kid; maybe).

I manage international, multi-million dollar projects and services. People fall off the same page because of time zone and cultural differences, varying departmental goals, the "silo effect" of different internal functional groups prioritizing their goals over the success of projects or services they're supporting, Customers' (or developers') changing needs being put ahead of agreed-upon schedules, miss-prioritization of cost / scope / schedule to the negative detriment of the other factors, personality conflicts, greed, hubris, embarrassment about admitting a technical or business mistake or lack of skills or experience, the planets not being aligned, tectonic shifts, and Web 2.0. To name a few.

And managing these stumbling blocks is hard. Wicked hard. And it requires just that -- management. Project management, financial management, people management, risk management, relationship management (in addition to people management), expectation management (separate from people and relationship management), communication management, and on and on.

Personal case study:

Let's take a small example of internal corporate solidarity falling apart, and the damage it does.

I managed a part of a service / product offering I'd actually brought into the company. A year-plus later, it'd become a decent revenue stream, had transitioned to another group, and was growing. I was brought in to shepherd some next steps for the service, and had been asked to attend a call with the current owners (within my company and division) and the Customer.

On the call, the point person from the new owning group within our company proceeded to insult the Customers and my team as not knowing anything about the service (I had actually been responsible for helping define the original business, user, and context flows the service). He was unresponsive to Customer questions and requirements statements and dismissive of my bringing up any history and lessons learned.

His content was worse due to his delivery, which was very aggressive, snippish, and what you could call "steamrolling".

The call went as well as it could, and I spent the time constantly navigating conversation back to the Customer to get what I could as far as enhancement requirements, desired time lines, service level expectations, concerns, and the like, not responding to our own company's barbs, and heading off my team members' and the Customers' responses to those barbs.

Immediately after the call ended, the Customer (who was also the business owner of the service, and who had a positive history with me), called me to ask what just happened, who this [unmentionable] person was, proceeded to tell me they may have made a mistake moving the service with this group, said he was thinking of stopping the enhancement project all together, and hinted that the mistake might impact our entire division.

That's a whole lotta cost for an employee forgetting he worked for the same company as folks on the phone, and forgot his Customer on the phone was providing his current position. The real-world cost in addition to that was the expense and time-cost of stopping and restarting the enhancement effort a number of times, weeks work of damage control, and the relationship building of re-establishing credibility for the entire division. The eventual solution is too long for (and outside) the scope of this post, but involved several of us outside of what I'll call that problem area of the company doing the work to keep the business, and being mature enough to swallow our own pride to keep the business, despite having to do it along with less mature people. Not fun, that.

Game Case Study 1 -- BioShock:

OK, biases out in the open first: I'm playing BioShock, and it's an amazingly well-done and entertaining game. On top of that, Ken Levine seems like a genuinely nice, hard-working and helpful guy.

But BioShock's had its share of PR bumps.

First, there was the hiccup around widescreen HDTV presentation. Which, arguably came down to an internal development miscommunication as to how 4:3 and 16:9 presentation is handled, versus ... what the rest of the HDTV world expects. But Levine was quick to offer (while on vacation) a mea culpa, explanation, and promise of further exploration to address it for gamers. (This is a actually a pro-solidarity example, sometimes called "constituent solidarity".)

But then there have been all sorts of problems with the PC version of the game -- largely around copy protection, and getting "charged" for multiple installations of the game, even if you're the only one playing it.

That's frustrating by itself, but exacerbated recently (and publicly) by a statement from a 2K Games forum moderator (who is not a a 2K Games employee; most news outlets have not updated with this critical bit of info).

Here's the thread from the forum (stereotypical crudishness included):

Quote:
Nemesisdesignz wrote:
I installed Bioshock on my laptop under one admin user, Everything works fine, but I then tried to switch users on my computer and whenever I launch Bioshock it is asking me to enter my serial again for the game.... IS THIS GONNA CHARGE ME TWO OF MY 5 Activations???? IF SO THAT IS GAY.... I need to know this ASAP before I attempt to play this on my pc under the other user... THis is a bug if the case be....so get yo stuff fixed!

Here's the response from moderator 2k Tech JT:

Quote:
2k Tech JT writes:
The other way to view this, is one USER has purchased the game. Not the whole family. So why should your brother play for free?

Obviously, the logic is a bit off (if you buy a movie, and the hero doth bleed, can not your family watch the hero bleed with you?). It's not like games follow a per-seat licensing structure akin to big-gun ETL or development software.

Since this is allegedly not a 2k employee, why do I include it?

Because this is still another extended example of a lack of corporate solidarity costing a good product that's already in the marketplace. The problem person in question "works for an outside tech support group" -- a vendor who is part of the larger matrixed BioShock team -- and who (obviously) impacts the positive and negative success of the product. You better believe if I was at 2K, I'd be factoring this instance into contract renegotiations with that vendor company. Of course, maybe this forum moderator is just effected by the penumbra of parent company Take-Two Interactive (what, you don't think there's something endemically wrong with that outfit?)

Game Case Study 2 -- Crackdown:

This one makes my heart hurt a little. Hang on ... OK.

Crackdown is a great little sandbox game from the original creator of Grand Theft Auto (before it got caliente café). It came bundled with a beta key for Halo 3. The game stands on its own without the Halo 3 beta. It sold 1.5 million copies in six months. It was published by Microsoft.

Realtime Worlds producer producer Phil Wilson said in a developer interview (among other things), despite the critical and popular success of Crackdown, there isn't going to be a sequel.

Why?

According to the Realtime Worlds (and pay attention to the language):
"Microsoft were a little late in stepping up to the plate to ask for Crackdown 2, and by then we had already started working on bigger, better things."
Ouch. So, "Our publisher who effectively banked us on that and our two next projects? That hand? This is me biting it."

Not good. So with this publisher / developer solidarity breakdown, Shane Kim over at Microsoft Games is probably going to be thinking about that if Realtime Worlds comes and asks them to publish their "undisclosed project due in 2009."

Oh, and as a little freebie, notice how bad decisions beget bad decisions and impact tertiary groups. Developmag.com has changed the story (there was some other unflattering stuff in the original article), adding this disclaimer:
"NOTE: Details/facts in this story have been adjusted at the request of Realtime
Worlds."
I used to be a journalist (formally, not just this current labor-of-love column stuff), and there are things you want to do. Stuff like stand by your story, not blame your source, not be obligated to get your story approved -- or edited -- by your source, and so on.

The solidarity breakdown has hurt many.

Anyway, that's my little (little?) blurb about corporate solidarity, corporate partnerships,

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