Quote Originally Posted by Cutriss View Post
Not taking it personally, sorry if I sound that way. Plenty of vitriol around here after all, I meant no offense myself.Certainly. My point is this: 20 people working on the project for the next six months compared to 40 people working on the project for the next three months (mythical man month issues notwithstanding), you're more likely to stem your losses than extending them, and by the end of those three months, if it appears your product will still be viable, you can re-evaluate your staffing priorities at that time.

Basically - if you're going to commit to the project, *commit* to it. Give it the supplemental staff it needs to get back on track, or cut the project.

As the saying goes, piss or get off the pot.That's much different. It's a write-off due to declining sales resulting from reduced marketability. It's not a direct result of the earthquake, it's an indirect result.

In a sad way it's actually lucky for them because they can attribute more of their failures to external factors without coming off as incompetent or poorly-performing.
I see your point and I understand it, but it would still probably be hard to justify in a business environment. We would need far more details than we have to know for sure, such as why is it taking so long? Is it the programming side of it that is taking longest? Or the management side of it. Arguable it is the planning phase that takes the longest but doubling the amount of leadership in charge for setting the visions and goals of the games is going to cost more and probably make things slower than adding 20 programmers to just make the work go faster.

Also, I did the required research and SE did take damage to some of their assets from the earthquake, about 0.6 billion Yen loss.

http://www.square-enix.com/eng/news/pdf/110512.pdf

Just so that I am backing up my big mouth, lol.