The conclusion:
> Finally, based on our analysis of the data we collected, we make a few recommendations to game developers. First, be sure to practice good risk management techniques. This will help avoid some of the adverse e ects of obstacles that you may encounter during development. Second, prescribe to an iterative development process, and utilize prototypes as a method of proving features and concepts before commit- ting them to your design. Third, don't be overly ambitious in your design. Be reasonable, and take into account your schedule and budget before adding something to your de- sign. Building o of that, don't be overly optimistic with your scheduling. If you make an estimate that initially feels optimistic to you, don't give that estimate to your stake- holders. Revisit and reassess your design to form a better estimation.
It's amazing how common-sensical this all his. But then again, we could all use a little more common sense sometimes.
As Charlie Munger would put it: "It is remarkable how much long-term advantage people like [Warren Buffett and myself] have gotten by trying to be consistently not stupid, instead of trying to be very intelligent."