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Whew, blimey. Finally done with the latest video. Sorry for the 6 week editing effort there. This one proved to be quite difficult - https://youtu.be/a8FiLrCdGnI 

So I've finished the first chunk of the 10th segment of the DayZ Critique. Truth be told it's more like part 10 of 12. With parts 10.2 and 10.3 being 11 and 12 if I were counting properly. I didn't expect my research to branch off into three distinctly different topics when I reached this bit. But I think it's important to cover each topic thoroughly to provide a proper analysis of this thing.

So this part is Part 10/12? And I hope you enjoy it. In which I have a look through the development history for the DayZ Standalone to try and provide some opinions through the lens of my own experience in software development.

Could I ask that everyone to keep the video to themselves as it's really not ready for public release yet. I'm hoping to put this live along with the whole series, as it doesn't really work in isolation. For the moment please consider this for-your-eyes-only as one of my backers. And thank you for being so.

I'm also very interested in your feedback insofar as what you think work as what you think doesn't. As it helps to refine my points and perhaps re-do any parts that may be muddled. The earlier videos for example had lots of parts that I went back and tweaked for not being concise enough. And there's certainly some older ones I want to entirely re-voice due to me being too monotone. But that's not such a big problem.

So with this video my objectives were as follows:

To provide an overview of what Agile/Scrum are in software development. Because it's important for an audience to understand what this development actually involved.

An analysis into how a very difficult to modify game engine resulted in a huge backlog of non-trivial bugs. The fixing of which resulted in a major man-hour drain on the project.

An analysis into how other non-engine related developers (art, map design, animations, etc) did not have as serious a set of challenges. Resulting in a flood of "nice to have", but ultimately irrelevant cosmetic additions (clothes, hats, etc).

Which then combined to make a narrative in which Bohemia are incompetent, which is far from the case.

And then an explanation of the corrective actions they're now taking in DayZ 0.63 and how they're actually in a better place than you might suspect.

Furthermore this then sets the groundwork for parts 10.2 and 10.3. The scripts for which have been mostly written already, in which I do the following:

10.2 - Talk about the persistent problem of over-scoping that permeates these dev blogs (i.e how they consistently drill-down to insane levels of complexity with a process that's all about 'bare-bones functionality first, polish later'.

10.3 - Talk about how the aforementioned Agile and Scrum might not have been the best choices for a game with mass-market appeal. And how the strengths of those beliefs/processes could not be utilized here. Along with a talk about the concept of the MVP (Minimum Viable Product) and whether I think they followed it.

For now though I hope you enjoy the video-essay. I shall get onto the next bullshittery as soon as possible. After a weekend to destress :)

Also if you're interested in seeing some of the older draft chapters, there's an older post with some of the touched-up episodes here. I'm afraid some of the oldest ones require some more rework first, my apologies.

A sincere thank you from me everyone. Thank you for being patient with me as I work on my little passion project.

Files

Comments

SovietWomble

Oh yes. And if you spot any obvious whoopsies feel free to let me know. I spotted a typo at 10:25 (drat). But I think I got them all.

MrVengeance141

3:44 - missing closing quotation marks on the hunger mechanic feedback.

MrVengeance141

Just finished watching the rest. The only 2 faffs are the one i mentioned and the one Benjamin mentions too, which i think you spotted yourself. The points you make are spot on and understandable and, imo, work to explain your point. The description you give on the SCRUM/Agile principles are spot on, although MVP is usually assigned to Lean/Kanban methodologies, where Scrummaster/SAFE usually use PSPI, Potentially Shippable Product Increment, but in practice, we all just use MVP anyway. I think the description you give of the methodolgy is a really good account of what happens, while ommiting some of the lesser important aspects in regards to the point you are making, like standups, retrospectives, etc. All in all, i think it is a fantastic set up for the finale. Can't wait to see the rest, and the entire series when they are done. Job well done and a deserved destress weekend earned.

Mike Roibu

As a game developer, yeah, spot on with the technical debt build-up and general development process. Content-wise seems good, but wanted to point out you seem to be starting very monotone in each video and then gradually becoming 'normal' past the midpoint of the video. May want to start each recording session by re-doing some earlier passages for a bit to get yourself into the groove, or something?

Jeff Duvall

This was incredibly informative, especially as right now I am going through a project management course. I used to hate the devs of this but now I really feel sorry for them. Thanks for this Mr. Womble. Excellent work. P.S. Ever think about doing more video essays like this? I feel like this is more your style and seems to be a natural evolution to what you've been doing. In any case as always, excellent work.

Ravenchef71

I'm a chef! I understood it all! Holy Crap! Womble, fantastic work, mate. Please continue to be as brilliant as you've been and as you are. I loved all the video essays. We are our own worst critics. I don't think it needs improving on and FU for the cliffhanger. But I can't wait to see yet another great episode. Thank you for the great work, man.

PizzaDiPasta123

Brilliant, I really feel like I learned something here. I can see that you really have a lot of passion for this and put a lot of effort in it. Carry on :) And there is only one whoopsie that I saw that wasn't mentioned here yet - starting 10:44 the sentences 2.) and 3.) end with a . whereas 1.) doesn't. That is all and I will now go back to doing my homework for uni :)

JPJones

Nice work! Great example of the process getting in the way of the process, as my wife (runs her company's product management team) put it. The visuals for the Sprint are especially helpful and made a concept click for me that I hadn't quite understood before.

Fly8oy

Soooo how picky would you like us to be in any error checking?? Right around the 16:00 mark, you talk about zombie navigation methods, but seemed to bumble the word methods a little, at least to my ears. As for the rest, tbh, I didn't notice any of the other mistakes mentioned, cause I'm just... dumb? Dunno. Still very enjoyable, and as some others have mentioned, it's broken down in a way that people outside the industry will still be able to understand what's going on. Very big bravo there! And thank you for doing it that way. On a side question, should they have just given up at some point in time and said, "sorry, this isn't happening"? Or as long as money was still coming in were they expected to continue to throw shit at the wall to see what would stick?

Azrael

Well many have been very keen in their observations, just as Miku Roibu said, the start feels monotone, taking in consideration its the backbone of the episode, maybe not doing it so fast? I with all the work you have put in this I feel like nick picking but you asked. Imo I think placing some queue stops in the explanation (like the back grooming joke) can help us dev idiots understand better. Really glad to hear you'll rework part 1-4 the content is perfect just re-record the presentation. You're awesome, we love what you're doing and it is really good. Please do more essays. Or game reviews like Halo or Warhammer. Final comment, cohesive wise I saw all other parts with this one in a go, it's very cohesive and while deeply analitical it feels like a conversation with a friend. That's the feel you should go for. First parts felt preachy, after 5 its smooth and likeable. Thank you for what you do. All the best for you and the family. From Guatemala, Azrael.

Ting

I am supporting for entertainment, not for tactical nuclear strikes soooo close to home. The whole Agile/SCRUM thing, ugh...

BrainDiesOften

Like others have said there is slight monotone in the beginning but I didn't notice it as much after the first few minutes because it was so interesting and I feel you explained things very well since I was able to understand everything. I didn't think I would be so interested in this side of gaming but I really enjoyed it and can't wait for the end product :).

namAehT

I've gotten so used to you using your documentary voice in a mocking manner, it took a bit to take you seriously. Not that it's a bad thing, just an observation. As a student that hopes to go into software dev, this was really helpful in understand what Agile/SCRUM actually is because, despite being a Computer Science major, no one has actually fucking taught us this. Is there any chance that you'll publish more on software dev?

GumballBob

So the overall video is very good, very informative, the way you present the tickets to explain Agile and Scrum is perfect. But there are 2 things I don't really like. First one is, around 8:19 and 12:58 you suddenly change the music completely without changing your point (or in middle of your sentence/flow). Therefore my brain was like wtf is going on, what is that piano coming from. I was completely distracted by the music, I don't think you would want to unintentionally distract your audience in a video essay. The second thing is, I think the "Backlog grooming" joke was kind of repetitive/distracting. The joke happened (again) right when you were making your point. And when you did it for the 3rd(4th) time I was like, "Urgh please stop, I'm trying to listen" Anyways, these are just my opinion. Hope it help you, totally fine if it's not. Good luck, with your future projects.

QuaZ (edited)

Comment edits

2026-09-14 12:00 So nice to witness the progression of the project :D Are there any possible way to rewatch the parts of the critique prior to part 6? I never got to watch them in the first place because I was late to the party so to speak. I've tried to scroll through here on Patreon but it seems like all old links are dead by now :/
2018-10-21 11:37