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BioWare tends to cut corners as the deadline approaches, which often resulted in missing content, lack of QA
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My experience working alongside QA departments in large banks and gov agencies showed me that the QA departments is only responsible for reporting problems and sometimes prioritizing them according to their given "problem criteria" both pre and post launch.
Weekly meetings from dev mgt looked at these reports and decided between those that needed fixing before launch and those deemed post.... eventually leading to fixing only the crucial ones as time ran out. Mind, senior mgt was always kept up to date and any talk of delay was because a "crucial feature" could not be completed in time.
There never was talk of "removing a feature" as senior mgt already approved the project as a whole. Video games work with different rules, of course.
Side note and for those interested only.
IT was seen as a black box by everyone outside it. Requests went in and weeks/months later something came out.
In reality, IT projects were tightly controlled, prioritized and human resources assigned as follows:
1.- Government mandated <=== ie: change in payroll tax/deductions
2.- Corporate Imperatives <=== ie: New services
3.- Must have <============ ie: internal IT projects.
4.- Production Maintenance <== ie: your normal every day support. (ie: keep those servers up!)
5.- Departmental requests <=== ie: new forms, new reports, change in a search criteria options... etc.
IT uses yearly man hours (ie: n workers x 8hrs/day x 241 days/year) available to it = total yearly staff $costs$. Each project was assigned the estimated man hours then subtracted from the whole and trickled down the priority list. It did not include approved overtime. Freed resources from a completed project would be re-assigned according to the priority list.
Item 5 saw the light of day if resources from 1-4 got freed somehow and non IT staff could never understand why it took six months to get a simple "add a date/time stamp" on this form.