Big productions: Why 'Fail Early, Fail Often' Is The Wrong Approach
gamasutra.com
gamasutra.com
Speaking as a former founder of a video games company, I think that this kind of thinking is inherent to the entire industry and it is killing it. The inspiration clearly comes from the movie industry where admittedly, you don't make a movie in small iterations. As it stands now, triple-A titles have to make it to the top ten to be profitable due to extreme development costs which drives up marketing prices which in turn drives up the price of the games to the consumer. This spiral is really bad for the industry. I think that indie and small developers will take over most of the market because they do much smaller and more frequent releases.
Not to mention that for every programmer on these games there are 5 to 10 artists and level designers cranking out content. There's no automated regression suite to make sure that your last minute physics tweak didn't break one puzzle in one level somewhere.
There's a reason that console developers have miserable lives - they have huge teams and launch dates that are very expensive to move.
I'm not saying that things couldn't be done better, but it's a fundamentally hard problem.
What isn't mentioned here are development teams that aren't doing this but will (probably) be fairly successful, like the new Starcraft 2 game.
Alternative methods like agile dev or stage gate would take longer and cost more but are more likely to produce more fun. I think this blog post is a good explanation: http://lostgarden.com/2007/02/rockets-cars-and-gardens-visua...
"Release early, release often" is for webapps and small teams. When you're dealing with a AAA game there is such a huge network effect it's actually crucial to make the first release a good release. You then get all the word-of-mouth which drives the game industry. Most AAA titles that ship with bugs pay for it dearly in sales because gamers talk to each other and word gets out in a few days about just how finished the game is.
"Release early, release often" can't possibly apply to AAA games with 300 person teams and fixed launch dates.