Using it as an excuse for crunch is insane, because an iterative process with increasing scope needs to also have a flexible deadline.
Sure people cost money, so why hire them when you can exploit the ones you have already? The only way to stop that are unions/worker rights.
Not exactly a holiday release.
I mean, especially in this era of DLC, why the need to increase the scope, anyways? Punt the extra ideas for later release.
If you develop a feature and it turns out the feature is not great, you can choose to ship a game that's not great, or fix it.
Once you have committed to a ship date and moving the date is no longer an option, fixing it means working over time.
These crunches often come from the team themselves who are identifying that things aren't as good as they could be, want to fix it, but don't have the power to push dates back.
Update: One problem is that creative teams are rarely satisfied, and would love to polish things forever. The production team needs to be constantly pushing back on the creative team to leave things alone and call it done.
Working out what is "good enough" is really really hard.
Update: Also, I wrote this comment before reading the article, and I don't mean to defend 6 months of crunch. That clearly _is_ bad management and exploitative. When you have a few bad features you can take a few weeks or a month to fix them. When you are 6 months out and only now just announcing a release date, there is lots you can do. You can cut the bad bits, you can hire more staff, you can move the date.
It's not an unusual tack to take even for regular software developers. Not all feature work. Smart folks will cut bait and focus on something that does.
- Write the code - Test the code - Documentation changes - Deploy the code
If it's a big enough change (or a new app), I might create a few sets of those tickets. E.g. one "write/test/document/deploy" set for the database schema to do Y, another one for the business logic to do Y, another for the HTTP endpoints for Y, etc.
The tickets are specific to the implementation, not to the feature, so they can't be expanded. New work can only come through new tickets, which get prioritized. Manager is happy because tickets get cleared. I'm happy because I can fight scope creep by pointing to my sprint and asking which tickets they want to bump for their new scope creep.
Tickets like "implement X feature" with a 2 week estimate are a landmine for engineers because it's broad enough for the scope to expand infinitely, and it starts to look like nothing is getting done to management.
That's basically how it is supposed to work. If you need something to get fixed, create an item/bug for it and let it get prioritized.
Let's call it what it is: a series of waterfalls, all with unreasonable schedules
I don't think waiting another year for Diablo 4 will be the end of the world.
Though I'd like to see a WarCraft 4 someday too.
Exactly. As I see it such things are much more crucial for games that might look/feel dated if they come out too late. The magic within the Diablo games (especially the first two) comes from the world it places us into, the way it is presented, the music, the story.
All of these are things that shouldn't break with one year of delay. The worst thing that xould happen with a Diablo 4, would be that fans of the series get the impression it was rushed.
Replace evolving scope with increasing scope and you've got the most common recipe for development failure being pitched as a good thing.