Nuvendil said:
If I were to hazard a guess, it's probably a combination of bloated size and poor management practices due to too much micromanagement from upper level executives. Rumors of the latter have floated around SE for a while now. As for size, many assume bigger is better but it is commonly understood that larger teams are harder to manage and SE does tend to have some very large teams. This issue of team bloat though is fairly universal in the industry today though, hence why seemingly simple projects tumble into development hell and costs have skyrocketed disproportionate to team size increase. All I know is something has well and truly effed up when Wild Card Studios has an alpha build for Ark up before we have a screenshot of DQXI by one of the most wealthy and powerful publishers in the world :P |
Yep, and usually increasing team during project ends up being more harmful with training, alignment and complex management.

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."







