Isn’t another way of throwing more money at the problem to just give the existing team more time, with all the cost of salaries, missed deadlines, license expirations, and wasted marketing taken into consideration. Might not that work better in some cases? For those of us on the outside, games often ship unfinished. I realise that there are budget concerns, but this line of inquiry was about throwing more money at a problem.

askagamedev: Sure, that works sometimes (and its the very reason that publishers occasionally delay releases – the circumstances work out). It’s just that there are a lot of side effects to delays that aren’t immediately visible but tend to be extremely expensive. You’ve already covered the additional burn rate of salaries, deadlines, licenses, and marketing. …

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