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<blockquote data-quote="Bruce Heard" data-source="post: 7627157" data-attributes="member: 6746560"><p><<<span style="color: #3e3e3e">The new crazed head of accounting told me that TSR couldn't afford to be so far ahead in our production schedule. He tried to tell me it was costing TSR money to have products waiting to be sold for months at a time. He wanted to have the products finished exactly one month before the product was released. >></span></p><p></p><p><span style="color: #3e3e3e">Your story is a bit misleading. I don't ever recall confronting such an absurd order (I agree -- it was patently unworkable). All the work was scheduled according to resources available. Period. That meant a significant number of projects were unavoidably completed well before the one-month deadline. That certainly was the case when I was director of production planning (perhaps this was <em>after</em> your time at TSR). After the nastiness of dealing with Lorraine's buddy, Mary Abel (you might not have had the pleasure of being acquainted with that character), my authority and responsibilities over the game division's scheduling matters remained essentially unchallenged until TSR went under. </span></p><p><span style="color: #3e3e3e"></span></p><p><span style="color: #3e3e3e">By the way, it isn't an accurate statement that freelancers were late all the time. Many were not. Some of those who did blow their deadlines did so because of conflicting directives from in-house staffers. That did happen often. For that matter, there were a number of in-house staffers who missed their own deadlines as well. And yeah, I did have the unenviable job of cracking down on both sides when delays cropped up. Many of those mishaps weren't necessarily anyone's fault, but rather the result of changes in direction dictated by our upper management.</span></p><p><span style="color: #3e3e3e"></span></p><p><span style="color: #3e3e3e">Bruce</span></p></blockquote><p></p>
[QUOTE="Bruce Heard, post: 7627157, member: 6746560"] <<[COLOR=#3e3e3e]The new crazed head of accounting told me that TSR couldn't afford to be so far ahead in our production schedule. He tried to tell me it was costing TSR money to have products waiting to be sold for months at a time. He wanted to have the products finished exactly one month before the product was released. >>[/COLOR] [COLOR=#3e3e3e]Your story is a bit misleading. I don't ever recall confronting such an absurd order (I agree -- it was patently unworkable). All the work was scheduled according to resources available. Period. That meant a significant number of projects were unavoidably completed well before the one-month deadline. That certainly was the case when I was director of production planning (perhaps this was [I]after[/I] your time at TSR). After the nastiness of dealing with Lorraine's buddy, Mary Abel (you might not have had the pleasure of being acquainted with that character), my authority and responsibilities over the game division's scheduling matters remained essentially unchallenged until TSR went under. By the way, it isn't an accurate statement that freelancers were late all the time. Many were not. Some of those who did blow their deadlines did so because of conflicting directives from in-house staffers. That did happen often. For that matter, there were a number of in-house staffers who missed their own deadlines as well. And yeah, I did have the unenviable job of cracking down on both sides when delays cropped up. Many of those mishaps weren't necessarily anyone's fault, but rather the result of changes in direction dictated by our upper management. Bruce[/COLOR] [/QUOTE]
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