What Can The Art of War Teach Us About Game Development? Part 2

The Art of War in it's original presentation: bound bamboo planks.

The Art of War in it’s original presentation: bound bamboo planks.

Note: This entry was based on Samuel B. Griffith’s translation of The Art of War, specifically The New Illustrated Edition (Copyright© Duncan Baird Publishers, 2005). All quotations are Griffith’s translations.

You can read Part 1 of the series here.

Chapter IV: Dispositions

Thus a victorious army wins its victories before seeking battle; an army destined to defeat fights in hope of winning. (Chapter 4, Verse 14)

Contrary to what one might assume, Sun Tzu was not a bloodthirsty warmonger. He stressed that the aim of war was expedient victory, not destruction, and that the most skilled generals achieved it with a minimum of bloodshed on for any side, or no bloodshed at all. To win through pure violence was the hallmark of the amateur and the inept. Truly adroit generals win before the battle even begins. In modern terms, they set themselves up for success. How do you, the modern game developer, do likewise? Simple: do your due diligence. Continue reading

What Can The Art of War Teach Us About Game Development?

Statue of Sun Tzu in Yurihama, Tottori, Japan

Statue of Sun Tzu in Yurihama, Tottori, Japan

Note: This entry was based on Samuel B. Griffith’s translation of The Art of War, specifically The New Illustrated Edition (Copyright Duncan Baird Publishers 2005). All quotations are Griffith’s translations.

Part 1: Estimates, Waging War, and Offensive Strategy

Introduction

Sun Tzu’s The Art of War was written approximately 500 years before the common era. Despite its age, the work still has relevance to modern warfare. And, as it turns out, game development. At the risk of sounding melodramatic, there are parallels between those two fields. Both are expensive and prolonged endeavors. Both involve the coordination of large, segmented groups of people and diverse talents toward a common goal. Both feature frequent examples of a disconnect between the perspective of those at the top of the organization and the experience of those dealing with day to day operations. And both are largely concerned with managing risk.

The Art of War is divided into thirteen chapters, on subjects ranging from estimates to espionage. I will be exploring groups of chapters over a series of entries. It is possible that nothing in these posts will be a blinding flash of revelation, nor will anything in Sun Tzu’s writings alter the course of the industry. I would only suggest that there is something for the modern game director, producer, or publisher to gain from thinking about Sun Tzu’s philosophy about combat, and how one could apply it to business.

Continue reading

Destructoid: AAA Development Teams Are Too Big

http://www.destructoid.com/aaa-game-development-teams-are-too-damn-big-247366.phtml

A great article highlighting how ponderously large dev teams are getting, and how economically unsustainable this kind of staffing is. When Guerilla Games says that the industry needs to develop smarter, this is the sort of thing he’s advising against.