JEMC said:
But the tight timeline is what causes some of those communications problems. The yearly releases force that several studios have to work together to get the game done in time, and that causes the communication problems. If the game was bi-annual, the number of studios involved in the development could be lowered, maybe to only Montreal and Quebec, and that would simplify the communications while also speed up other tasks like making the right choices and the set up of priorities. |
Perhaps, but without doing root cause investigation we can't assume anything... and in Lean we wouldn't look on how to stretch a process to make it take 3x more, but how to make it happen without problems in the time already available or how to reduce time... so we could either separate the teams in 3 to give each 3 years in alternation or see how to improve comunication... Only increasing time would make the budget 3x higher with no economical gain, who would apply it?

duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"
http://gamrconnect.vgchartz.com/post.php?id=8808363
Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"
http://gamrconnect.vgchartz.com/post.php?id=9008994
Azzanation: "PS5 wouldn't sold out at launch without scalpers."







