In our current game development scene, it has been quit obvious for many of us how game developers over promise to the community at the beginning of the development life-cycle or fundraising step.
Games like Dayz, Kenshi, No man's sky and many other games have been too literate about what they "wanted" to deliver to consumers. Only to be faced with a reality check and/or lack of funding. Thus producing a shamble of a game.
- How can a game studio stop itself from going too far into this hole?
- What methodical techniques are being used?
- How does estimation of game projects generally work?
- How would a game producer solve this issue after almost running out of funds and close to the deadline?
Thanks for answering all/any questions!