[MUD-Dev] DAoC dev team (was: MMORPG Comparison (UO, EQ, AC, AO, DAoC))
Dave Rickey
daver at mythicentertainment.com
Mon Oct 15 19:18:04 CEST 2001
-----Original Message-----
From: Eli Stevens <listsub at wickedgrey.com>
>----- Original Message -----
> From: "Dave Rickey" <daver at mythicentertainment.com>
>> Actually, the process was somewhate unique, different both from
>> what I've seen of other game shops and from my experience with
>> business software (both commercial and in-house projects).
> What you describe sounds a lot like Extreme Programming (XP). I
> just picked up the first book in the XP series a few weeks ago,
> and the similarities between the process described in your post
> and the book are significant. You didn't mention XP, however, and
> I was wondering if any of the team / management had taken a gander
> at the book(s).
> If the team's process was based off of XP, I (and the list as
> well, I would bet ;) would be interested in how you used the XP
> ideas, and how you differed.
> If no one had been exposed to XP, I (and again, the list) would
> like to know how the team came up with the process (what spurred
> you to think "hey, this might work") and what might be
> incorporated from XP into the team's hypothetical "next project,"
> assuming you take a look at it. :)
I haven't heard the term before, and don't recall seeing those books
on any shelves around here, but I can't say with any certainty
whether they were an influence. My impression was that it was a
scaled up version of how Mythic had functioned for years, making
online games contracted to other companies.
> By my count:
> 1 sever programmer
> 2 client / sever programmers
> 1 client programmer
> 3 tools programmers
> 1 customer service programmer
> + 1 QA manager
> ---
> 9
> You said that about 30 people worked on the project. Who were the
> other 21? I would assume a lot of content production, but hard
> humbers would be really interesting. I find it very encouraging
> when smaller teams can pull off a game as well recieved as DAoC.
> :)
1 Producer
2 Network/Infrastructure Specialists (including Darrin Hyrup from
this list)
1 World Dev Lead
3 Full-time Quest Developers
3 Part-time Quest Developers
5 World Developers (terrain, building placement, mob placement,
itemization, etc.)
2 Art Co-Leads
1 Technical Art Specialist
3 Artists
1 Animator
And that accounts for everyone at the company except for Mark Jacobs
and CS. Almost all of those wore multiple hats. If I drew a table
of organization, it would look like a plate of spaghetti (at one
point, I had 3 "direct" bosses and one "trainee" who was
simulataneously my subordinate and that of two of my bosses). If it
didn't work so well, it would be insane.
> In reference to the first paragraph, how was the weekend? :)
Thankfully uneventful. Customer service is just getting *slammed*,
but fortunately that's not biting us too badly. However, Vivendi
has already scheduled a second run (bigger than the first) for next
week, and a third (larger yet) for November. We hit our original 3
month target in 3 days, and the only reason we don't have more on is
that there aren't any more boxes out there. Still to be seen what
our retention rate will be, of course.
--Dave Rickey
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