Context: Given its competitiveness, the video-game industry has a closed-source culture. Hence, little is known of the problems faced by game developers. However, game developers do share information about their games projects through postmortems, which describe informally what happened during the projects. Objective: The software-engineering research community and game developers would benefit from a state of the problems of the video game industry, in particular the problems faced by game developers, their evolution in time, and their root causes. This state of the practice would allow researchers and practitioners to work towards solving these problems. Method: We analyzed 200 postmortems from 1997 to 2019, resulting in 927 problems divided into 20 types. Through our analysis, we described the overall landscape of game industry problems in the past 23 years and how these problems evolved over the years. We also give details on the most common problems, their root causes, and possible solutions. We finally discuss suggestions for future projects. Results: We observe that (1) the game industry suffers from management and production problems in the same proportion; (2) management problems decreased over the years giving space to business problems, while production problems remained constant; (3a) technical and game design problems are decreasing over the years, the latter only after the last decade; (3b) problems related to the team increase over the last decade;(3c) marketing problems are the ones that had the biggest increase over the 23 years compared to other problem types; (4) finally, the majority of the main root causes are related to people, not technologies. Conclusions: In this paper we provide a state of the practice for researchers to understand and study video-game development problems. We also offer suggestions to help practitioners to avoid the most common problems.
翻译:目标:软件工程研究界和游戏开发者将受益于电子游戏业问题的现状,特别是游戏开发者所面临的问题、其时间的演变及其根源。这种做法将使研究人员和从业者能够努力解决这些问题。方法:我们分析了1997年至2019年的200次死后发现,导致927个问题分为20种类型。我们通过分析,描述了过去23年游戏业问题的总体情况,以及这些问题在过去几年中是如何演变的。我们还详细说明了最常见的问题、其根本原因和可能的解决办法。我们最后讨论了对未来项目的建议。结果:我们注意到(1)游戏业的问题来自同一比例的管理和生产问题;(2)多年来,为商业问题提供空间的建议减少,而生产问题则保持不变;(3)我们避免了技术和游戏设计问题在23年中出现总体情况,而后十年中,与销售问题有关的主要问题逐渐减少;(3) 过去十年中,与销售有关的主要问题增加;(3) 过去十年中,与销售有关的人问题增加;(3) 十年来,与其他技术有关的问题增加;(3) 十年来,与销售有关的人增加;(3) 十年来,与采购有关的问题增加;(3);(3) 十年来,与销售有关的人增加。