Carl Graff wrote:

First of all I would never have a 10 month development cycle for

We have no choice in the matter - it's the nature of our products.

I don't work on enterprise web applications. I work on video games (PSP and PS3). We have sports games that need to ship every year, exactly at the beginning of the season. For example, the NBA season starts soon and our NBA '08 PSP team is in the process of going final. Right on schedule.

The earliest possible ship date is part of our licensing agreements with the various leagues, and is generally the same with all of the leagues' licensees. If we don't ship exactly on that date our competition will beat us to market and we lose out on sales.

should be developed using an integrative methodology where each cycle is no more than a month long and produces something that is executable so you can obtain feedback from the stakeholders (users). During each

We do this, as best as we can. Have been for more than a decade. I say "as best as we can" because our stakeholders are game producers, designers, and publishers. I think this is slightly different from your average agile customers; but, all projects are unique.

In any event you might want to be careful making these type of statements during a job interview to work as part of a team on mid to

Thanks for the advice.

If this part of the statement:
"doing a bit of design, and then working smart on an implementation"
informally implies the iterative approach I mention above, I think you are on the right track and I am preaching to the choir.

Yah.

I was really just trying to list a few humorous or interesting examples of John's point.

--Steve

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