So essentially, back in the early 1980s there were several factors of game production were in the hands of business types that didn't understand the amount of time necessary to develop a software product, and whom had no appreciation that it is the playability that makes the game successful (as opposed to the me-too mimicking aspects of previous titles). Worse, they were unduly rushed by industry politics that led to fatal mistakes in the supply chain.
Variations on this sort of thing are still going on. For example, with any size of development team, you're going to have different personalities each placing their emphasis upon what they each believe has greater value. It is in this manner that a title loses fun gameplay elements in exchange for game design by committee. And we have cases where business types and/or a development team that gets its hands on a franchise and runs it into the ground (i.e., didn't appreciate the original product and just hashed together stuff to meet a deadline).
So a pattern with AAA development is along the lines of: 1) securing a significant pool of money for development, but then 2) underestimating the amount of time required for design, development and testing, which leads to 3) the release of buggy Beta (or even Alpha) product that 4) weren't entirely well thought out in terms of gameplay (i.e., lack of early design work), and then 5) poor sales that are blamed on declining interest in that genre, instead of acknowledging management errors and learning what not to do.
With respect to supply chain, we've had an unexpected issue the past number of years with used games sales cutting into the sale of new titles, and in some cases used sales being purposely optimised without consideration to harming new game sales. Steam seems to be a suitable solution (to the used game issue) in that a wider number of people are encouraged to buy discount games, such that volume sales compensate for reduced pricing. But some game publishers fail to appreciate the convenience that Steam provides, and so we're seeing weak attempts to provide competing online stores by withholding product from Steam (i.e., more politics).
Variations on this sort of thing are still going on. For example, with any size of development team, you're going to have different personalities each placing their emphasis upon what they each believe has greater value. It is in this manner that a title loses fun gameplay elements in exchange for game design by committee. And we have cases where business types and/or a development team that gets its hands on a franchise and runs it into the ground (i.e., didn't appreciate the original product and just hashed together stuff to meet a deadline).
So a pattern with AAA development is along the lines of: 1) securing a significant pool of money for development, but then 2) underestimating the amount of time required for design, development and testing, which leads to 3) the release of buggy Beta (or even Alpha) product that 4) weren't entirely well thought out in terms of gameplay (i.e., lack of early design work), and then 5) poor sales that are blamed on declining interest in that genre, instead of acknowledging management errors and learning what not to do.
With respect to supply chain, we've had an unexpected issue the past number of years with used games sales cutting into the sale of new titles, and in some cases used sales being purposely optimised without consideration to harming new game sales. Steam seems to be a suitable solution (to the used game issue) in that a wider number of people are encouraged to buy discount games, such that volume sales compensate for reduced pricing. But some game publishers fail to appreciate the convenience that Steam provides, and so we're seeing weak attempts to provide competing online stores by withholding product from Steam (i.e., more politics).