Tony_Tarantula on 27/8/2014 at 14:59
What the OP's examples have in common isn't just a "hellish troubled dev cycle". The games mentioned are all examples of the development teams that were flexible enough to change course and focus on leveraging an in-development product's strengths to create a quality finished product. There are several other games mentioned that had similarly bad dev cycles and failed because the developers continued to push ideas that were clearly not working and/or because of a lack of any concrete product goals(they never defined exactly what they were trying to achieve with a game).