It is. Some studios actually do this (e.g. Blizzard, High Moon, some had done it before they had been shut down). The problem is that Agile has been designed for a process at a service firm, one that does work for hire. As far as I understand, in that business you don&#x27;t really want to ship. Instead of shipping you want to keep your customers engaged and paying your invoices as long as possible, preferably forever. This can also be useful for a firm that provides continuous service since there is no shipping involved too. And there is nothing wrong with it. But games have to ship. Continuous development without a hard shipping date is called &quot;development hell&quot; [1] in game industry.<p>From what I&#x27;ve seen Agile does not work very well here, at least on the engineering side. Design might be doing something similar to Agile on a small scale.<p>1. <a href="https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Development_hell" rel="nofollow">https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Development_hell</a>