We never really had deadlines, especially not firm ones. Things went out when they were done, we maintained very minimal technical debt and a very high quality app. Things got love when they needed it, not on a timeline. We had a very loyal customer base. We got bought out. We got firm deadlines for features we didn't want from on high. Quality dipped, technical debt soared, and customer retention dropped. Our overal…
Bottom up processes can create great products with polish and love, they are value creation processes.
Top down processes and deadlines create shallow features and products, they are value extraction processes.
Games for instance especially should focus on the fun and gameplay mechanic. Arbitrary timelines, milestones and push can kill both of those very important things.
This doesn't apply to just games though, products should be fun, bring joy and be almost a friend/companion of the user.
All that is lost when you move to today's finance/marketing/business led value extraction style over the creative/design/development approach of value creation.
Agile was supposed to give more time to the value creators, but instead it became a micromanagement tool of the value extractors and the depth has been made shallow. When you slow the "velocity" to add in some love/fun, you are now the problem not the solution, which is completely backwards.
The best value creation process is just an iterative/incremental cycle, with lots of power in the court of the value creators over the value extractors.