Are longer projects the answer? Maybe, maybe not. You can't force creativity and some people won't wish to commit to even longer projects. But so many projects in so many fields (creative and non-creative) only complete just in time or overrun, that I think there is a degree of that fallible human nature at play. When you have lots of time, few people will work harder/faster, when the deadline looms that is when it happens.
It can be and it can't be. Blizzard was notorious for giving projects as much time as needed in order to finish them and avoid having to go into crunch time, almost never committing to a release date. Then Diablo 3 happened. The project changed directions so many times that they were expending so much money on the project that eventually they nailed down a release internally and went into a massive crunch. Unlike something like StarCraft Ghost, it wasn't a project they could just cancel if it wasn't going well. This was a very important established core IP for them. But in general, up to that point and excluding their early games, not having set timelines for development allowed them to avoid serious crunch time.
Another bad case in point for unlimited development time is Lionhead studios. Oooof, that was so bad that it scarred Microsoft for years fundamentally changing how much freedom they allowed their 1st party developers.
It's obviously not an easy problem to solve internally. Naughty Dog famously claimed (
https://www.eurogamer.net/articles/...y-santa-monica-and-blizzard-talk-about-crunch )
"Crunch is never mandated at Naughty Dog," he added, "that's the one thing that will absolutely never happen. No one will ever tell you to stay late. But, people do it, because they absolutely believe they want or need to do this one thing."
And while it still isn't "mandated" or "required", that recent article shows that it is expected and for at least some number of developers there, they were basically told they needed to stay late and do crunch time. Although I guess under pressure of negative performance reviews and potentially being fired does make one believe they "need to do this one thing."
Maybe it's just that some people are inherently lazy? Perhaps the wrong word to use, but there are some people that don't put in a full days work (preferring to chat with their neighbors, or take extended breaks, or browse the internet while "working") until things get "serious." I've run into many of those types of people, even really talented ones. They don't feel like chatting with their neighbors in the workplace or flirting with the receptionist during work hours or taking extended breaks hurts their performance because they feel they are putting in the required work.
But regardless of how they feel, it does slow down projects or impact how much work gets done which obviously contributes to deadlines slipping. Especially when other employees see them doing it and then think it's OK for them to do it. And then suddenly you're faced with 3-6 months (or more in some cases) of crunch time.
There are obviously also many other reasons. For example, perhaps tools are suddenly "found" to be inadequate partway through the project, thus initial projections are now inaccurate. Bioware's recent problems being an example of such. Do they just go with it or spend time to try to implement better tools?
Regardless, failure in management (which all of this is) isn't something that the employees should be made to suffer for. Or in the case of Naughty Dog perhaps lack of management...
It's a problem, but not a problem with an easy or clear solution.
I do find it interesting, however, that while EA gets lambasted by most people for this, Naughty Dog seemingly gets a pass by most people for this.
Regards,
SB