论文标题
游戏行业问题:对灰色文学的广泛分析
Game Industry Problems: an Extensive Analysis of the Gray Literature
论文作者
论文摘要
背景:鉴于其竞争力,视频游戏行业具有封闭的文化。因此,对游戏开发人员面临的问题知之甚少。但是,游戏开发人员确实通过验尸分享了有关其游戏项目的信息,这些信息非正式地描述了项目期间发生的事情。目的:软件工程研究社区和游戏开发人员将受益于视频游戏行业的问题的状态,尤其是游戏开发人员所面临的问题,时间的发展以及其根本原因。这种实践的状态将使研究人员和从业人员能够解决这些问题。方法:我们分析了1997年至2019年的200枚验尸,导致927个问题分为20种。通过我们的分析,我们描述了过去23年中游戏行业问题的整体格局以及这些问题多年来如何发展。我们还提供有关最常见问题的详细信息,其根本原因和可能的解决方案。我们终于讨论了未来项目的建议。结果:我们观察到(1)游戏行业以相同的比例遭受管理和生产问题; (2)多年来,管理问题减少了业务问题的空间,而生产问题保持恒定; (3A)多年来技术和游戏设计问题正在减少,后者仅在过去十年之后; (3B)与团队有关的问题在过去十年中增加;(3C)营销问题是与其他问题类型相比,在23年中增长最大的问题; (4)最后,大多数主要根本原因与人有关,而不是技术。结论:在本文中,我们为研究人员提供了一种理解和研究视频开发问题的实践。我们还提供建议,以帮助从业者避免最常见的问题。
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.