It’s the eternal question: When something goes wrong, who (besides yourself, of course) is to blame? In the corporate world, the term “blamestorming” is used to describe a meeting where people try to assign the blame to someone else.
Game development is no different. Sometimes games don’t “live up to their potential”, or some other euphemism meaning “didn’t make the piles of money desired.” Who is at fault? Unfortunately, while the answer might be useful to avoiding the problem again, it’s not always easy to come up with the solution. And, this isn’t just because people prefer to blame others rather than take a long, hard look at themselves.
So, who really is to blame?