Devblog 27: Programming, Leadership, and Professionalism

Month Sixteen

It is alleged that Stalin once said “quantity has a quality all its own”. While this applies to total war on the eastern front, it most certainly does not apply to code: more is not better.

Programming is like writing novels, a good writer does not publish their first draft. Completion is far more than just getting to the end of the story, requiring incremental improvement. Complex ideas have to be written well, otherwise the reader can miss the point. If the reader is as merciless and pedantic as a software compiler (which interprets code logically) those misunderstandings will result in faults, euphemistically referred to as “bugs”.

Bad code is a moral failing. Too often IT professionals are obsessed with delivery at any cost. Too often managers understand ‘done’ to be the task has just been completed and appears to work. The client probably won’t read the code, so what does it matter if it’s a bit rough around the edges?

Bad code kills people. Bad code costs billions of dollars. Bad code means broken promises. To be more precise: bad bosses, bad managers, and bad programmers are responsible for these things. In September 2017 The Atlantic published ‘The Coming Software Apocalypse‘, citing examples of awful code and dire consequences. Perhaps the most ominous case involved litigation against Toyota:

In September 2007, Jean Bookout was driving on the highway with her best friend in a Toyota Camry when the accelerator seemed to get stuck. When she took her foot off the pedal, the car didn’t slow down. She tried the brakes but they seemed to have lost their power. As she swerved toward an off-ramp going 50 miles per hour, she pulled the emergency brake. The car left a skid mark 150 feet long before running into an embankment by the side of the road. The passenger was killed. Bookout woke up in a hospital a month later.

The incident was one of many in a nearly decade-long investigation into claims of so-called unintended acceleration in Toyota cars. Toyota blamed the incidents on poorly designed floor mats, “sticky” pedals, and driver error, but outsiders suspected that faulty software might be responsible. The National Highway Traffic Safety Administration enlisted software experts from NASA to perform an intensive review of Toyota’s code. After nearly 10 months, the NASA team hadn’t found evidence that software was the cause—but said they couldn’t prove it wasn’t.

It was during litigation of the Bookout accident that someone finally found a convincing connection. Michael Barr, an expert witness for the plaintiff, had a team of software experts spend 18 months with the Toyota code, picking up where NASA left off. Barr described what they found as “spaghetti code,” programmer lingo for software that has become a tangled mess. Code turns to spaghetti when it accretes over many years, with feature after feature piling on top of, and being woven around, what’s already there; eventually the code becomes impossible to follow, let alone to test exhaustively for flaws.

Using the same model as the Camry involved in the accident, Barr’s team demonstrated that there were more than 10 million ways for key tasks on the onboard computer to fail, potentially leading to unintended acceleration.* They showed that as little as a single bit flip—a one in the computer’s memory becoming a zero or vice versa—could make a car run out of control. The fail-safe code that Toyota had put in place wasn’t enough to stop it. “You have software watching the software,” Barr testified. “If the software malfunctions and the same program or same app that is crashed is supposed to save the day, it can’t save the day because it is not working.”

So how does games development fit into this unethical mess? Snugly. CD Projekt’s greatly anticipated ‘Cyberpunk 2077’ was released half baked in late 2020, full of errors and incomplete features. Remarkably, this was after three delays and months of staff overtime. This led to an investor rebellion, with CD Projekt’s executives blamed for company stock plunging 57% (a $6.2bln loss).

While it’s unlikely that any errors in our game will result in fatalities or lost billions, that’s besides the point. It is critically important to ensure that our work is the best it can be. Code isn’t finished until it is written, tested, refactored (redrafted) multiple times. It must be as lean and legible as possible.

Towards this end, Jamie and I have completed our first great purge (review) of everything we have written. Choosing to spend time paying attention to detail is critical, and protects against future losses by creating a system which is easy to maintain.

Norn Industries may only be a small company, but it is nonetheless my legal responsibility, and I have to balance delivering a good product within budget while treating my staff with the dignity and respect they deserve. This is possible only by pursuing the highest standards of craftmanship and professionalism.

It is important that we do not overpromise or suffer ‘feature creep’, as the creative process is as much about building relationships as products. Game designers want to implement new ideas, but every idea has a financial cost. Creating the best possible experience with the fewest possible parts has to be the project’s guiding philosophy, as this is the most realistic design principle. Elegant innovation needs good working practices.

Part of the legal and moral responsibility of leadership is setting good examples and criticising bad behaviour. The games industry is infected with bad working practices, tolerated only because of immature beliefs about work, and imbalanced relationships between employers and employees which enable exploitation. Leaders are responsible for the welfare of others, to exploit this position is disgraceful and inexcusable. Exploiting customers is no better, perhaps best exemplified by the industry’s fondness for ‘loot boxes’. Loot boxes are gambling services sold to children, so for EA to tell the UK Parliament they are ethical “surprise mechanics” is outrageous. It is also outrageous that industry giants like Activision’s CEO Bobby Kotick boast of record profits and increase CEO remuneration, all while laying off workers and keeping others on the breadline.

Unfortunately, this behaviour is part of a broader trend. One 2016 report published by the London School of Economics found that the top ten recruitment firms responsible for placing 70-90% of British chief executives described executive remuneration as “absurdly high”:

Headhunters claimed that, for every appointment of a CEO, another 100 people could have filled the role just as ably, and that many chosen for top jobs were “mediocre”.


One headhunter said: “I think there are an awful lot of FTSE 100 CEOs who are pretty mediocre.” Another added: “I think that the wage drift over the past 10 years, or the salary drift, has been inexcusable, incomprehensible, and it is very serious for the social fabric of the country.”

There is no excuse for bad working practices or labour exploitation, especially from people who should know better and who can definitely afford better. There is also no excuse for bad code.