Clinton Keith, “The Myths of Scrum”
Posted in LF08 Session SummaryNovember 13, 2008No comments
Clinton Keith, long-term industry guy and the person who introduced Scrum to the industry, mostly through his company High Moon Studios (though he now works as a Scrum consultant). He introduced his talk by telling us he wants us to get good info on good and bad myths about Scrum before you take it on, as well as the kernels of truth that gave rise to those myths, and what the real experiences of teams shipping games in Scrum are.
First a quick overview of the process:
Start with a list of prioritized features (owned by a project director). We sprint to develop portions of these features in 2-4 weeks, taking things that are most important to the consumer. And we break those down into a “sprint backlog” of parts of those features we think we can implement, with the goal of an incrementally improved game at the end of that sprint, which goes back into the product backlog from which our overall feature set is drawn.
Daily scrums: everyone gets together to talk about the goal, getting that feature in, what’s holding it up right now, etc. (These are the 10 minute stand-up meetings you might have heard of.)
Scrum teams are usually cross-disciplinary — a little from every department. In addition, there’s a scrum master, who isn’t a lead but who is following the process rules of the scrum (what they agreed to). The product owner (publisher, internal director) — prioritizes the backlog, etc, and communicates vision.
Scrum: “Silver Bullet” Myths
Talks about various “silver bullets” which have been applied to programming along the way — object-oriented programming, CASE tools, automatic programming, and then used that as an intro into what myths have popped up around Scrum.
Scrum Myth 1: “Scrum doesn’t require competent leadership! It’s self-organizing!” (this makes me think about self-documenting code…) — he found you still need leads to mentor people to help people to understand their role in the organization. For agile teams, though, we’re moving from directed management (where in our industry the best people get taken out of what they do well to “manage”) to facilitation (best people serving as an example and mentor).
Scrum Myth 2: “Scrum will prevent problems.” No. You always end up with problems. The benefit of scrum is that you have transparency as to what your problems are — it finds everything that impedes productivity. Unfortunately, one common problem is that people associate those problems which are uncovered as being a result of Scrum itself, when they are more likely simply made more visible by the process.
Scrum Myth 3: “Scrum can achieve impossible goals.” If you already have impossible goals, adding a new process probably won’t help. However, it might help you realize just how impossible they are (and therefore fail faster), which may be cheaper for you in the long run.
Keith next addressed things that prevent people from adopting Scrum, what he calls the “fear, uncertainty, and doubt” myths.
Uncertainty: Endless iteration. “You’re always iterating with Scrum, you’re never getting closer to the goal.” Keith points out that that’s true, if you don’t have someone who has the vision to make sure you’re doing the right things. Agile planning is more about moving planning to the center of development, rather than a specific plan.
Doubt: “Scrum is just another management fad.” Scrum ideas, agile ideas, have been around for more than half a century. It’s been an evolution, though it finally got a name in the mid-80s. It has been a process of returning a fair amount of leadership back to individual craftsmen, rather than the assembly line process introduced by Henry Ford.
Fear: “It’s scary to change our process.” However, Keith notes that our industry has seen huge external changes that have led to internal changes in our industry — new platforms leading to bigger teams. But we didn’t really change how we did things, we kept writing big design documents first to plan everything out. But that didn’t keep us from being late or overbudget, and yet we’d still go back to doing that. Big plans up front didn’t work, but we’d still do them.
Keith moved into some more anecdotal development experiences.
He noted that Scrum can be a tool for changes in culture — if you have to have a playable game every two to four weeks, it forces you to make your practices more effective. It pushes more into data, and you get more feedback.
The big thing about adopting Scrum is that you need to be aware of the underlying principles. You need to focus on value — and tracking tasks are only useful for knowing what you’re doing to increase value (better gameplay, better looking environments, whatever). You should only change away from the existing Scrum methodology once you’ve done it long enough to understand the principles it values. He showed clips from Karate Kid — in which our young hero Daniel does a bunch of menial tasks for Mr. Miyagi, not knowing why, and comes out able to block Mr. Miyagi’s various attacks without really thinking about it.
Keith next illustrated that the practices of Scrum aren’t the value of Scrum, they’re just a way to show the underlying values you’re trying to achieve. (He talked about cargo cults which sprung up after World War II — google it, I’m not going to repeat it all here. Suffice it to say, making fake airplanes doesn’t give you the industrial knowledge to bring all the trinkets that the real planes brought.)
He then showed a roadmap for improvement — starting out as an apprentice, becoming a journeyman, and ultimately a master.
Scrum is best for pre-production — in identifying where the game fun is, so that you can then go into production and replicate that information across the game. He noted with an example that once you’ve identified a jump height and length in preproduction, you don’t want to alter that in production and end up having to move every ledge and change the spacing on every obstacle. But it’s good for finding the fun in an iterative way. Shorter term milestones with not a lot of longer term milestone and production detail to “find the fun” might be a good way to begin a developer/publisher relationship, with the idea that eventually you’ll be in a position to know that you can build the full game and get a full production contract at that point.
The goals of scrum are to focus your culture on the following things: delievering value quickly and early, continuously improving your game, transparency and communication.
