I don"t post on message boards very often but Flight, you"ve drawn me out of the woodwork with some of the comments about the MMO industry which I"d like to elaborate on.
QA vs. QC vs. Testing
Many of the comments about QA (Quality Assurance) seem to try and blend QC / Testing (Quality Control) in with them for a lot of the suggestions about what is wrong with the MMO industry. There is a difference between Quality Assurance, which is an advisory role: "Hey Bob, you know that feature you added? Yeah, it"s not winding up so good, I know you wanted the button to turn the screen blue, but what you"ve got is more of a purple, is that what you intended?"
And Quality Control / Testing which is more of the "Hey Bob, the specification says the blue should be hue values 0.243, 0.112, 0.981 using our system, what you have there is not that, please fix it." QA and Testing both get used interchangeably which is often incorrect in context. The aims for the two are different even if it may be the same department or person who is doing both. Knowing the difference is very important.
Applying a waterfall / whatever other process to game development.
A process is a process, it is neither good, nor bad on its own. What you need to do often is pick or develop the processes and methods which work best for what you"re trying to accomplish. The waterfall method works very well in a system or product where failure rate needs to be very low and you"re iterating a lot. It works well for things such as microprocessors since you have your core product and you"re making little modifications and need to make sure those modifications don"t break your core. The same holds true for just about every other process, you pick the one that is best suited to your environment, goals, and product and run with it. Falling into the trap of "this method works for X" is dangerous when it could be very inefficient for what you"re specifically trying to accomplish.
Lack of Skills / Hire outside of the Industry
Please try to avoid broad generalizations. In the time I"ve been in the game industry I"ve worked with folks who were project managers from NASA, Chemical Engineers from DOW and DuPont, Engineers from IBM, Xerox, the medical industry, IT from fortune 500 companies, Designers from investment banking, radiology labs, and animal behaviorists. Before the game industry I was an ISO 9000 QA Engineer working on microprocessors and firmware. The industry does hire outside of itself, however, there is nothing quite like making an MMO and so while you can have a lot of parallel skills there is always something to be said for that specific experience and learning from doing it once.
Subjectivity
Having come from a hardware background where things either worked or they didn"t, it was very chaotic to move into an industry where there were shades of gray. "Well Bob that didn"t quite work out the way we planned it, but that sure is neat anyway. That"s not a bug, that"s a feature!"
That chaos is required though for one very specific reason: Creativity. Inability to learn how to focus that chaos and creativity is the prime reason many MMO"s don"t live up to expectations. Above all Focus on what you"re making and be realistic about your expectations. Lack of focus is where the industry has had problems in the past.
And of course, Fun
Maxxius had the best quote: "But despite all this buzz word discussing on how to set up a MMO production "model" it all still means nothing if the game just plumb sucks. And to be honest that is all I as a consumer really care about."
People only care if thier nuclear boats don"t sink, or their taxes get filed correctly, or their medical equipment does exactly what it"s supposed to. For a game, they also care what color the hull is, how efficiently their taxes get filed so they can calculate their MPS (Money per second), and that the medical equipment isn"t somehow nerfing their lifespan from errant radiation.
Subjectivity is the hard part. You can"t learn that from other industries in the same way. The development methodologies you can, but you do need to adapt them to work in the MMO environment. There is no "right" answer just ones with different tradeoffs. There is always a tradeoff.