Another reason is that you as a producer is not exactly popular. Ultimately, this is the job in which you all day does nothing other than the team to look over his shoulder to make sure that they are working diligently, that the schedule is maintained that there is no feature creep creeps that the budget is not covered and so on. Also, I was in the position the person who had to fire team members, if they have not "work", who had to tell the boys that they get a raise, and so on. Producer is a dirty job and to "Planescape" I swore I would never do that again, but ultimately it is the reason why I am on Team often hushed up, because I was recognized as a producer of them never as creative member, although in the Game Code of puts me, the ideas I contributed part of my design, and so on. But I can easily live with, especially since I know that my influence was far more extensive than that of a Chris Avellone, Eric Campanella or Dave Maldonado.
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Chris and Colin, they were as good as a designer, had a couple of extremely weak. They were, unfortunately, extremely disorganized and slow. The consequence was that more content was planned as it has finally made it into the game. At a certain point I had to start turning the screws and make that clear, that the game will be finished by a certain date had to, even if it meant that several changes had to be made, such as the removal of various subplots, and so on. I did not, of course, enjoy working, but I have just the Interplay management then get very intense pressure, which ultimately led to my departure. My goal was to ensure that the game will not be slashed and maimed totally pointless is just because Interplay wanted to keep a delivery date and billing quarter. Therefore, I have fought to the beta and then submitted my resignation.