Hamish McLeod has a nice post-mortem for War Angels up on his blog. An entertaining and self-reflective article, and certainly anyone who has been on a project that’s spiraled out of control can empathize. I especially like the graph shown above! It’s a pretty accurate depiction of game development.
I think where scheduling can be useful is in planning and executing a game project that can be finished before you get to the point where the red, blue, and green lines start diverging. Creativity is boundless, but time, resources, and skills are not. You have to manage that on a large-scale project. And, to a certain extent, I feel like a lack of satisfaction with one’s work goes hand-in-hand with being a creator. It’s what drives you, right?
Regardless, I hope that Hamish gets back into game development sometime in the near future. C’mon, man, you know you still got that itch!