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Well, it varies a little from place to place, but there's definately a sign off process - this is usually based on the milestones provided to the publisher at the start of the project, mainly because that's the criteria for getting paid. Beyond that, there's pretty comprehensive playtest sessions done, but they're for feedback (and to fulfil milestone reqs, too) rather than auditing, per se.
The thing is, it feels to me like you're thinking of game development as big business, corporate, organised fare. And while it *is* big business, it's also this fledgling creative industry with only 30 years under it's belt, and most of those spent in a cave only talking to bearded chaps with slide-rules.
Thesedays big business and old game dev are crashing together, kind of like a supertanker running very slowly into a cheesecake. Game dev (as a whole) is only catching on to the new circumstances very slowly - so things are mostly still run ... well, pretty slipshod, ultimately.
There's an argument that this sort of atmosphere is essential for creative work - but I don't know that's really true anymore, if it ever was.
Nonetheless, it's a slow process and many developers are either autonomous (thus avoiding big business formality) or have been until recently (lots of indy houses getting bought these days) and certainly haven't reformed their practices dramatically (generally) for fear of killing the goose that's been laying the million seller.
Of course, most of the last wave of buyouts have been swallowed whole into the corpus of the parent publisher - so the move towards more formal development cycles is coming, for sure. This massive shift from indy developers working with publishers to publishers developing and producing only their own products is going to be the tipping point. |
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