But look at tablets today and that "obvious" design that enables them to push millions of tabs a quarter.
Tahblet design is a question of creativity, which is pretty elusive. Although Samsung argues that all designs originate from Kubrick's 2001, which is what I've been saying ever since the first iPad has been announced
But production management is a more exact thing, you can measure and evaluate stuff pretty easily. There's no need for vision, you can simply run the numbers - outsourcing loses efficiency quickly as the difficulty of the task increases.
I look at a company like Bioware and I see 3 different franchises with a couple of sequels released or with planned release over a 4 year period that uses 3 to 4 different engines. Why? Obvious some of these engines are designed for a specific game type in mind.
I've worked with Mass Effect game assets and beyond their artistic qualities they are among the best and most efficient I've ever seen. Those guys really know their stuff.
The DA team is inferior, no question about it; not sure about the KOTOR MMO guys but their presentations indicate the presence of some pretty clever technical people.
The question of different teams and different engines is interesting. But you need to understand that UE3 is usually heavily modified to better fit the requirements of each and every game, it's not like the devs don't touch the source code at all. There's no engine that fits all and as faras I understand even Epic's solution is more of a wide framework then a one size fits all approach. Some coder insight would be appreciated here
In the end I'd trust the Bioware decision makers a lot more than you seem to do. They are one of the best studios I've ever worked with, even the DA team was pretty proficient in terms of tech issues and I'm sure they have made highly educated decisions. Their games are actually widely different in their requirements and it is probably enough justification for the different tech choices. Trying to force the same tech on all teams would inevitably lead to compromises in content and gameplay, which are still the number one selling points of nearly every game, so I think it's the better approach, especially if they don't want to move people between projects (which they don't do, apparently, choosing to focus staff on DLC between projects instead).
All you say is true but its true because the industry was built from the ground up to be that way. The industry must evolve because the rate of increase for development costs are not sustainable long term. Either consolidation, standardization and specialization has to happen or most development work will move to emerging markets where labor is cheap.
As long as art style and uniqueness of content are selling points, it would be unwise to give up these advantages for the sake of production costs. An UE3 based MGS, Halo, COD or UC would lose a lot of its appeal and the sales drop would be more significant than the content creation cost gains.
Also consider that games are about a lot more than characters. What else could you move between them? Some vehicles and weapons and maybe simple stuff like trash cans, but all the environments and other impressive elements would still have to be created from scratch. You don't want to stage every game's key moments on Times Square. We've even got client instructions that we should avoid New York as a setting because Crysis 2 has already "taken" it and we need to differentiate their stuff.
So re-using content goes against the publishers' interests, they want unique selling points whereever they can.
What we have now is an abundance of redundant work done by developers everyday who act as small groups working independently of each other. Its a total waste of development dollars.
As long as resources are limited there have to be trade-offs at the engine development level. Those compromises lead to different approaches in every part of the graphics pipeline and the content creation workflow has to be built on top of that.
That is why even most UE3 games have different requirements for their assets, shaders are different, as are number of bones, animation systems, lighting, and so on. And as soon as you start to introduce such differences, the costs of refitting preexisting assets start to build up, and combined with the stylistic differences it begings to make no sense.