&gt;Scheduling isn’t just a problem in videogames, this is all kinds of software development.<p>And yet, somehow, videogames still manage to be worse about scheduling and effort estimation than pretty much any other kind of software system. Why is that? Why do managers of video game development teams feel like their industry is a special snowflake in software, that it&#x27;s not bound by the same constraints as enterprise CRUD apps?<p>EDIT: Literally every point he brings up regarding feature creep and estimation applies equally to enterprise CRUD apps. So as bad as estimation for enterprise applications is, I never hear about people working 80-hour weeks for years on end to bring Widget Planner 3.55 (Now With Fruble Support!) to fruition.