Many good points made in this discussion, I think if the goal is to improve the current process you must have a solid grasp of the current process. I've noticed that each company has their own "way" of doing things. Some are very much are hierarchical and ideas only flow from the top down, no exceptions. Others are more egalitarianism, ideas can come from the lowest person on the ladder ( a temporary tester for instance ) and are seriously considered and evaluated without prejudice. The thing is both systems work, if you have a core of highly competent and creative individuals they really don't need external "assistance", or if you have an open environment where all share in the creation of a product this too can work.
Let's discuss the top 3 issues on why game development fails according to [color="#171E29"][font="Arial"]Petrillo..[/font]
Unreal or ambitious scope
Feature creep
Cutting features
Consider that the top 3 problems are related to "features and scope" why is that? Because the games industry is highly competitive, it forces competitors to add features to keep pace with their peers. Games which just throw out features (key features) or never adapt to the changing market, are at a competitive disadvantage.. No Coop? no Multiplayer? no DLC? no sale.. Of course each game is different so not all this applies.. I personally don't think Angry Bird needs Coop etc..
Mature and successful teams know there really isn't anything like "Unreal or ambitions scope", they have enough competence to achieve even their wildest ambitions, see Steam, see RDR2, see WOW, etc.. The issue is of course time and money. Experienced leads and project managers can estimate a features cost within a reasonable time scale.. This is the first point of failure, incorrect assessment of time and effort.
Feature Creep? This isn't really a point of failure from my experience. This comes back to the fact that games are a collection of interacting systems.. after an initial play through of a rough slice of the game, if it's no fun that's a bad sign. Ultimately it is a game and for it to sell, it has to be fun. Weight that against the schedule would you rather spend the remaining time finishing a product which is no fun or invest every effort to make it fun? Every year 100's of un-fun games are released, they don't make back their return and are forgotten. Sure the project completed but that's really no achievement if the company goes out of business afterwards or the team is laid off.. Companies which can afford to (ie Rockstar, Blizzard, Sony, Valve etc..), invest the time to make it fun and are not slave to the schedule. Those who can't press on and hope for the best. What can be done about this? I think the reason why things don't turn out to be "fun" is because lack of shared vision and creative leadership. People usually have an idea of what is "fun".. but for something to be "fun" alot of factors have to align, and without a shared vision of why or what is fun in a game, people can very often put in less than satisfactory effort in the needed aspects to make it fun..
Cutting features, i think this is needed actually. Back to the previous point games are a collection of systems, like the reverse analog of "feature creep", sometimes what it takes to make a game fun is to remove a feature. That's just the reality, after play through, after some insight, maybe you don't need a super smart horse AI? Maybe..
Even that being said, cutting the wrong feature for the wrong reasons can equally kill a game and I've seen that happen too. So how do u know what to cut? Again goes back to above you need to have a shared vision and creative leadership on what makes the game fun.
Again this comes back to the people, the team.. Good teams, more often than not they will make the right decision on what to add, what to cut, and what extent to take a feature or scope of a game within the time frame they have..
Hope this gives you some insights into the process.. Again i'll reiterate, each team is different and for some these top 3 are not their biggest stumbling blocks at all.. etc..
Good Luck!
-ddn