Why Video Games Are Delayed So Often
“We are constantly reevaluating our schedule,” said Feargus Urquhart, CEO of Obsidian Entertainment, during an interview last year. “Constantly.”
When Urquhart and his team first started making
Pillars of Eternity in the fall of 2012, they plotted a schedule that would take them to 2014. But they ran into numerous complications during production, including scope issues (the planned game was too big), story issues (their lead writer was caught up on Obsidian’s other project,
South Park: The Stick of Truth, itself delayed for many reasons), and thousands upon thousands of bugs. Eventually, Obsidian bumped
Pillars to March 2015.
“Our Wednesdays are now Scheduling Wednesdays,” said Urquhart. “From 2pm probably until about 5pm, I will be sitting in a conference room, and we will be looking at charts and tables and graphs, and talking to the teams about how they’re managing their schedules and their features and their resources. Where were we last week, where are we this week, where are we gonna be next week, how are things going, are we gonna make our dates, are we not gonna make dates, what are some problems, what do they need help from us.”