Darkest Day Project
Issue # 259 - December 20, 2002

VirtualBEACON™ Index

Welcome to Issue #259 of The Standish Group's VirtualBEACON™

STAT-BIT

Last week we presented the new CHAOS numbers on projects under $750,000 in labor cost. If you did not see last week's VirtualBEACON here they are again.

Succeeded 46%
Challenged 43%
Impaired 12%

At the other end of the spectrum are projects with labor costs exceeding $10 million. Three percent of the projects resolved in the last year had total labor costs of over $10 million dollars. This amounted to less than one percent of all successful projects. As a comparison to the above numbers, resolved projects over $10 million were:

Succeeded 1%
Challenged 59%
Impaired 40%

The big news here is that this is the first time in CHAOS history that projects over $10 million have rounded-up to a whole percent. In all the past CHAOS surveys successful projects in excess of $10 million dollars amounted to less than one half of one percent, rounding it down to zero.

 

EDITORIAL

 

Darkest Day Project

As we approach the celebration of one of the brightest days in history, for Max Schnurr, his brightest day was the completion of the Darkest Day. John C. Maxwell, Protestant Minister and Author of "The 21 Irrefutable Laws of Leadership", claims the hardest group to lead are volunteers because they have no financial or security incentive to follow. A growing aspect of our culture has been the proliferation of sci-fi and fantasy-based computer games. The improvements in game technology in such areas as graphics have created a massive fan base. Out of this fan base developed an online community of voluntary programmers. Teambg is a collaborative effort by volunteer programmers and gurus to study the data from games created, using the Infinity Engine, and to develop tools for modifying the game and/or engine.

Baldur's Gate, Baldur's Gate II, and Icewind Dale, developed by the company Bioware, originated in the role-playing game Dungeons and Dragons. Over time, the Teambg's accomplishments have been primarily in four areas: 1) game add-ons or customizations such as characters, items, spells, and kits, as well as item editors, creature editors, and graphical editors; 2) increased computer programming knowledge, especially among teenagers, giving them the tools to develop their own skills and, ultimately, programs; 3) increased opportunities for the creation of fan fiction and artwork; and 4) increased opportunities for global understanding and friendship, by making use of the ease of communication via the Internet and the universal appeal of gaming.

The project was started in January 2001 and was scheduled for completion in January 2002. Since it was all-volunteer labor, there was no cost. The project was completed in October 2001, three months ahead of schedule. The project team included: 2 managers, 2 designers, 9 developers, and 10 testers. It should be noted that the majority of the team was teenagers and the project manager was Max Schnurr, a fifteen-year old. The team was truly international; participants were located in The United States, Pakistan, Australia, and throughout Europe. The game itself was international and played over the Internet throughout the world.

The challenges Max faced included communication and task assignments around the globe, as well as coordination of graphics work with story lines and charter development. Part way through the effort a large percentage of his team stopped working on the project, requiring him to recruit new volunteers. Technical errors caused team members to postpone development and Max was obligated to solve these issues. Ultimately it all worked out; Max had created a major new game, the Darkest Day, to be enjoyed by users worldwide.


BONUS EDITORIAL

PROJECT ROI - Part V: Steps 7 & 8

This is the fifth installment of Project ROI. At CHAOS University 2002 one of the workshops covered ROI. We asked our participants to come up with a list of questions project managers should ask about ROI. Here are the seventh and eighth questions that a PM needs to ask:

Question seven asks, "Do these savings or revenues have time limits?" Maybe the new revenue will only be good for two years and then will decrease to a minimal amount. Leading into…

Question eight, which asks, "Can your project meet these time limits?" For, if the project takes a year and a half to complete, with any spillage it could easily run out of the revenue time limit. We have seen several cases where this has occurred.


A Special Message
(with our apologies to Spike Jones for butchering his "Christmas Classic"):

All I want for Christmas is my budget back
My budget back
My budget back
Gee, if I could only have my budget back
Then I could wish you Merry Christmas.

It seems so long since I could say:
"Sign me up without delay."
But every time I try to buy
They shoot me down and make me cry.

All I want for Christmas is my budget back
My budget back
My budget back
Gee, if I could only have my budget back
Then I could wish you Merry Christmas.

And so at this time we bid you adieu
May the Happiest of Holidays come to each one of you.

The Standish Group




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Copyright 2002

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