When staff & lead/production teams have no faith in hitting a date & you have no data to support the assertion that you *can* hit a date, insisting that you *must* hit a date will result in ppl making bad calls & doing bad work they will eventually spend twice as much time undoing.
Reposted from
Jason Schreier
A theme I've been hearing recently, talking to people who worked on games that took 6+ years to make, is that they always made calls thinking they had much less time. Then the game kept slipping, but they were still stuck with those old calls. So six years of development is never *really* six years
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The former usually means you miss the mark by 3-6 months. The latter, you're completely screwed.
Greed and Rushed, Samey Products caused the last one, and history seems to be sadly repeating itself