Is it fair to describe feature creep in videogames development as "feature creep"?
Is it more the case that it reflects videogames development as a creative process involving uncertainty and discovery?
It'd be interesting to measure how many features get added by "feature creep" at each stage of development of a game and feature, as a proxy measure of much uncertainty is present in the current project plans.
There is noticeably a lot of money to understand this. I suppose you have made specific nice points in functions also. Download subtitle
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