orcishgamer: I'll take your percentages as an indication meaning "most of the time" since I know there's no way to get an actual percentage.
It was from the Project Management Institute and I was actually remembering the older number, it used to be a 16% success rate and in the latest study (up to 2005 when my textbook was published), IT project had risen to 34% success rate.
orcishgamer: "Well run project" is also rather subjective and will be judged differently depending on the perspective of the person you ask.
Well my definition would be "Does it produce the product described by the scope document within the time and budget allocated? Y/N"
orcishgamer: But if they scoped a project with X resources and then decided to take Y more resources and stick them on DLC then one could wonder why they didn't use X+Y resources on the principal project in the first place.
Perhaps because there's a point where the project is determined to have a sufficient budget and giving people more money than they need might lead to inefficiency because they can afford to do it the slack way? Say buy a texture rather than make a new one.
orcishgamer: It's not like there's ever any lack of work to do on big projects
Quite true but there are dependencies and chokepoints where everything is dependant on another part of the project before it can proceed. For example the texture artist can't do much work on content for enviroment 27 until he gets the approved concept art to show him what it should look like. If he's not going to get that for 6 hours, thats 6 hours of time he COULD be using to work on the DLC subproject rather than being paid to sit there twiddling his thumbs whilst the project lead decides on concept art.
orcishgamer: In the other direction, you can't convince me that no games cut scope, it's one of the management vectors and you know it:
Absolutely, the difference is where the stuff is cut, it gets progressively more difficult to cut features the further along the project is. Cutting stuff at the design phase is as easy as saying no and quickly making sure its not impacting other parts of the project, if they've gotten to the execution phase then cutting content would entail going through the entire work removing any trace of the content (or pulling a rockstar and commenting hot coffee out so it doesn't show up without altering the program)
orcishgamer: Now, technically we're talking about two different things here because Return to Ostargar wasn't day 1 DLC (the tacky guy in your camp), I think for DA:O only Warden's Keep and Stone Prisoner were and both were part of different versions of the main game (depending on how you bought it).
Wasn't the camp guy there for wardens keep rather than return to ostagar?
orcishgamer: At any rate, to say that scope is never adjusted during development is not true.
Tue but if you recall I said that in successful projects its not changed to a significant degree. Small changes usually have very little impact but chopping out a level is pretty fucking massive
orcishgamer: At any rate, most people don't know and shouldn't have to know how software development works, they aren't, in any particular case at least, per force wrong about day 1 DLC being cut content, it certainly could have been and even as a developer it's a rational position until you find out otherwise.
The fact that they don't know the process doesn't make them automatically wrong but in every instance I've seen of this argument, the dlc=ripoff side are not really holding a rational position but an emotional one, they paid for something on day 1 and are now being forced (often at gunpoint) to buy something more on day 1 because the option is there and we all know that options are actually compulsory. With the exeption of the DLC on a disc kerfuffle, can you provide links to any well written reasoned arguments as to how day 1 DLC is a rip?
orcishgamer: In DA:O's case (and I didn't like the game, for other reasons) I can see the annoyance with the storage space being part of a DLC that most people paying full retail would not get by default.
I really don't get how people ran out of storage space, am I the only one who sold stuff I wasn't going to use? Surely it's a more convenient option than trudging back to soldiers peak each time you realised you'd left something useul behind amongst the armoury you'd been compulsively collecting.
orcishgamer: My other beef with it was the guy being in my camp, I didn't get around to playing it until that guy was already there and so he was just part of the scenery to me until I actually talked to him, then I was annoyed. It was a tacky thing to do, hell, if I were a game developer (I'm not) I'd be ashamed for them.
Thats something we're never going to argue about, the guy being there was not a classy move, he'd only have been there after buying the DLC if I were making it. Ads have their place and its on the internet, not in games. As far as ads go, he was relatively inoffensive, he didn't run up to you every time you went to the camp and scream for help and you could pretty much not notice him for a long time but its not really the point. Now i I were making it, I'd have had rumours about the story content in the DLC in those conversations civs have with each other, at least it would have been more in-world