Wednesday, July 06, 2011

Corporate Inefficiency

One thing that constantly amuses me in game development is how a big company can be inclined to stick to completely arbitrary deadlines. I say big company, because small companies do not necessarily have the resources to be able to say it's-done-when-it's-done. If anything, a smaller company saying that is effectively betting the entire game, whereas a big company will be betting shareholder value.

I find it inefficient because the sunk cost for a project is already there at the arbitary deadline, and extending it by a tad would result in significant gains in quality. There is always the argument to strike while the iron's hot, and to have the project shipped on schedule to take advantage of the holiday season and whatnot for sales. Yet, I find that other companies have successfully sat on their project for sales period after sales period to ship a truly quality product way beyond the typical 2 year dev cycle.

To me, a company may do well to incur an additional 10-20% of production costs from improving quality, such that first impressions do not get the already expensive project crushed from poor reviews. It is the image from poor reviews that can severely damage a project's sales, after all...

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