<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Why Everybody Else But You Does a Poor Job in The Team?</title>
	<atom:link href="http://www.gameproducer.net/2006/09/12/why-everybody-else-but-you-does-a-poor-job-in-the-team/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2006/09/12/why-everybody-else-but-you-does-a-poor-job-in-the-team/</link>
	<description>I&#039;m baking games. Indie style.</description>
	<lastBuildDate>Sun, 12 Feb 2012 18:37:02 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
	<item>
		<title>By: plasmus</title>
		<link>http://www.gameproducer.net/2006/09/12/why-everybody-else-but-you-does-a-poor-job-in-the-team/comment-page-1/#comment-30468</link>
		<dc:creator>plasmus</dc:creator>
		<pubDate>Thu, 04 Jan 2007 05:11:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/12/why-everybody-else-but-you-does-a-poor-job-in-the-team/#comment-30468</guid>
		<description>Oh, for the sake of it....Well, I was dealing with peeps that thought that owning a company and shares equals to rightfull, just and reasonable place in every position regardless of, well...anything. It can&#039;t be that bad everywhere. :)</description>
		<content:encoded><![CDATA[<p>Oh, for the sake of it&#8230;.Well, I was dealing with peeps that thought that owning a company and shares equals to rightfull, just and reasonable place in every position regardless of, well&#8230;anything. It can&#8217;t be that bad everywhere. :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: plasmus</title>
		<link>http://www.gameproducer.net/2006/09/12/why-everybody-else-but-you-does-a-poor-job-in-the-team/comment-page-1/#comment-30466</link>
		<dc:creator>plasmus</dc:creator>
		<pubDate>Thu, 04 Jan 2007 04:45:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/12/why-everybody-else-but-you-does-a-poor-job-in-the-team/#comment-30466</guid>
		<description>Sorry for the bad grammar and spelling, my emotions got the best of me. I should be more patient while outbursting my rage. ;P</description>
		<content:encoded><![CDATA[<p>Sorry for the bad grammar and spelling, my emotions got the best of me. I should be more patient while outbursting my rage. ;P</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: plasmus</title>
		<link>http://www.gameproducer.net/2006/09/12/why-everybody-else-but-you-does-a-poor-job-in-the-team/comment-page-1/#comment-30464</link>
		<dc:creator>plasmus</dc:creator>
		<pubDate>Thu, 04 Jan 2007 04:36:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/12/why-everybody-else-but-you-does-a-poor-job-in-the-team/#comment-30464</guid>
		<description>&quot;However, if team members are held accountable by their peers, they will be far less tempted to get lost in the machine, and those that arenâ€™t team players will quickly find themselves alone. So alone that their termination will do little harm to the morale of the rest of the team.&quot;

True, nonetheless people are put to postion of taking care of the &quot;commanding officer&quot; whom is on his break every and each moment. One must take consiquenses in their hands to keep moving things forward and solving issues, the problem arises when the careless captain cares to share attention to the matters at hand. He does not know where he stands nor where the project goes, but due to keep his authority he makes a choise of action due to keep his authority regardless of any knowledge to one way nor another. Now, with that sort of management we have a shitload of problems, not only that the idiot is not following nor aware of the guidelines but yet stupid enough to make a blind move...because his creative in his own mind and thus ****s up even the last saving plan that was made on his leave for....scrathing his (bottom), I&#039;v seen this happen IRL and it&#039;s truely sad and even moreso hard and difficult for everyone else in the project. Then again It&#039;s the corporate way and if you dare to critisize, you are &#039;bout to be fired...punk!

I&#039;ll put a cap on mi bottle&#039;o rants, once again :D</description>
		<content:encoded><![CDATA[<p>&#8220;However, if team members are held accountable by their peers, they will be far less tempted to get lost in the machine, and those that arenâ€™t team players will quickly find themselves alone. So alone that their termination will do little harm to the morale of the rest of the team.&#8221;</p>
<p>True, nonetheless people are put to postion of taking care of the &#8220;commanding officer&#8221; whom is on his break every and each moment. One must take consiquenses in their hands to keep moving things forward and solving issues, the problem arises when the careless captain cares to share attention to the matters at hand. He does not know where he stands nor where the project goes, but due to keep his authority he makes a choise of action due to keep his authority regardless of any knowledge to one way nor another. Now, with that sort of management we have a shitload of problems, not only that the idiot is not following nor aware of the guidelines but yet stupid enough to make a blind move&#8230;because his creative in his own mind and thus ****s up even the last saving plan that was made on his leave for&#8230;.scrathing his (bottom), I&#8217;v seen this happen IRL and it&#8217;s truely sad and even moreso hard and difficult for everyone else in the project. Then again It&#8217;s the corporate way and if you dare to critisize, you are &#8217;bout to be fired&#8230;punk!</p>
<p>I&#8217;ll put a cap on mi bottle&#8217;o rants, once again :D</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/09/12/why-everybody-else-but-you-does-a-poor-job-in-the-team/comment-page-1/#comment-26131</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Mon, 18 Dec 2006 09:41:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/12/why-everybody-else-but-you-does-a-poor-job-in-the-team/#comment-26131</guid>
		<description>@Dan: Thanks for the fine post. I could add that this type of behavior can been seen also in other fields of life: like with relationships - it&#039;s quite easy to forget what one has done to others, but easy to remember all the nasty things others have done to him..

Agile methods (like those daily &quot;meetings&quot;) are fine, but not always possible in (virtual) indie teams where timezones might have 8-10 hour differences.</description>
		<content:encoded><![CDATA[<p>@Dan: Thanks for the fine post. I could add that this type of behavior can been seen also in other fields of life: like with relationships &#8211; it&#8217;s quite easy to forget what one has done to others, but easy to remember all the nasty things others have done to him..</p>
<p>Agile methods (like those daily &#8220;meetings&#8221;) are fine, but not always possible in (virtual) indie teams where timezones might have 8-10 hour differences.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dan</title>
		<link>http://www.gameproducer.net/2006/09/12/why-everybody-else-but-you-does-a-poor-job-in-the-team/comment-page-1/#comment-26024</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Sun, 17 Dec 2006 06:53:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/12/why-everybody-else-but-you-does-a-poor-job-in-the-team/#comment-26024</guid>
		<description>This type of project mis-management isn&#039;t just common to the game industry, but rather the IT industry as a whole.

The problem here is that people get easily lost in a monolithic project if they aren&#039;t required to frequently show the progress they&#039;ve made.  Usually it&#039;s a case of overwhelming or uncertainty of the priorities.  Other times, it&#039;s laziness or the inability for certain individuals to work as a team.

So far, the best method I&#039;ve seen and used is called the &quot;agile&quot; method, which forces progress visibility very frequently in the form of many releaseable milestones (complete with show and tell so the project team can have a feeling of accomplishment) and daily 10-minute dashboard meetings to see what&#039;s being worked on, and what was accomplished up to the point of the meeting. When needed, road blocks are identified, and those that are &quot;struggling&quot; to get their part accomplished will get attention very quickly.

The purpose here is to give the team co-ownership of the project and make them accountable to their other team-mates rather than some authority figure (though that figure is present and does have final say).  The frequent milestones also forces the project manager to adjust delivery times (either later or earlier) and have good rationale to do so when inevitably questioned as to why something is running late or will release early.

The problem the author described in this blog is that project managers frequently believe that their sole role is a supervisory one.  Defining priorities is the key job of the project manager.  They need to manage the project, not the people.  In fact, it usually works out the best when the PM is a peer within the group rather than an axe-wielding authority figure.  The PM&#039;s responsibility is delivering a product, and supporting or mentoring the team when needed, not babysitting employees.  

Threats and nagging do little to motivate anyone, and if anything fuel the disdain and quality of the project will suffer.

However, if team members are held accountable by their peers, they will be far less tempted to get lost in the machine, and those that aren&#039;t team players will quickly find themselves alone.  So alone that their termination will do little harm to the morale of the rest of the team.</description>
		<content:encoded><![CDATA[<p>This type of project mis-management isn&#8217;t just common to the game industry, but rather the IT industry as a whole.</p>
<p>The problem here is that people get easily lost in a monolithic project if they aren&#8217;t required to frequently show the progress they&#8217;ve made.  Usually it&#8217;s a case of overwhelming or uncertainty of the priorities.  Other times, it&#8217;s laziness or the inability for certain individuals to work as a team.</p>
<p>So far, the best method I&#8217;ve seen and used is called the &#8220;agile&#8221; method, which forces progress visibility very frequently in the form of many releaseable milestones (complete with show and tell so the project team can have a feeling of accomplishment) and daily 10-minute dashboard meetings to see what&#8217;s being worked on, and what was accomplished up to the point of the meeting. When needed, road blocks are identified, and those that are &#8220;struggling&#8221; to get their part accomplished will get attention very quickly.</p>
<p>The purpose here is to give the team co-ownership of the project and make them accountable to their other team-mates rather than some authority figure (though that figure is present and does have final say).  The frequent milestones also forces the project manager to adjust delivery times (either later or earlier) and have good rationale to do so when inevitably questioned as to why something is running late or will release early.</p>
<p>The problem the author described in this blog is that project managers frequently believe that their sole role is a supervisory one.  Defining priorities is the key job of the project manager.  They need to manage the project, not the people.  In fact, it usually works out the best when the PM is a peer within the group rather than an axe-wielding authority figure.  The PM&#8217;s responsibility is delivering a product, and supporting or mentoring the team when needed, not babysitting employees.  </p>
<p>Threats and nagging do little to motivate anyone, and if anything fuel the disdain and quality of the project will suffer.</p>
<p>However, if team members are held accountable by their peers, they will be far less tempted to get lost in the machine, and those that aren&#8217;t team players will quickly find themselves alone.  So alone that their termination will do little harm to the morale of the rest of the team.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/09/12/why-everybody-else-but-you-does-a-poor-job-in-the-team/comment-page-1/#comment-24248</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Fri, 08 Dec 2006 07:25:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/12/why-everybody-else-but-you-does-a-poor-job-in-the-team/#comment-24248</guid>
		<description>Yeh... and I&#039;m not sure if it&#039;s better or worse situation when owners LISTEN to employees, and then systematically ignore everything that&#039;s being said.</description>
		<content:encoded><![CDATA[<p>Yeh&#8230; and I&#8217;m not sure if it&#8217;s better or worse situation when owners LISTEN to employees, and then systematically ignore everything that&#8217;s being said.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tuna</title>
		<link>http://www.gameproducer.net/2006/09/12/why-everybody-else-but-you-does-a-poor-job-in-the-team/comment-page-1/#comment-24246</link>
		<dc:creator>Tuna</dc:creator>
		<pubDate>Fri, 08 Dec 2006 07:21:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/12/why-everybody-else-but-you-does-a-poor-job-in-the-team/#comment-24246</guid>
		<description>Good call. I&#039;m currently employed as a PC tech and I see this a lot at work. A great deal of our lack of productivity is due to the lack of communication. The owners tell us what needs to be done but they don&#039;t really communicate on a level where we can adjust things on our end as well as theirs so that the work can be completed. As you said we do get treated like a computer where we get input and a certain output is expected reguardless of how it gets done or what else is going on.</description>
		<content:encoded><![CDATA[<p>Good call. I&#8217;m currently employed as a PC tech and I see this a lot at work. A great deal of our lack of productivity is due to the lack of communication. The owners tell us what needs to be done but they don&#8217;t really communicate on a level where we can adjust things on our end as well as theirs so that the work can be completed. As you said we do get treated like a computer where we get input and a certain output is expected reguardless of how it gets done or what else is going on.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

