When you’re making a game, and you’re getting into a ship cycle, there’s often three or four months where the game is basically done. And you have an idle team that needs to be working on things
Seriously?
That's just bad project and team management, no excuses.
Not really though, the game is done, its off for certification, you can't let the team go just in case a huge game breaking bug shows its ugly face (PS3 Lag in Skyrim for example) and for the same reason the team can't move onto the next project or take that leave they've accumulated over the titles development cycle. Game takes a few months to be certified, like when we often hear the title went gold a month or two before release. Bad team management would be having your highly skilled/paid dev team sitting around costing the company money when they can be working on DLC.
Extra Credits did a good episode on Day One DLC - http://penny-arcade.com/patv/episode/mass-effect-3-dlc
Why not? If a next project is lined up, as it should be, early development work could easily be done in that time. Conceptual design and engine frameworks could reach a first milestone by that time.. All other industries get you started on the next project the second you deliver, even though you will need to revise at some point.
In fact, this is essentially what they are doing with day 0 DLC, they're fitting in a smaller project of a sort in that idle time.
The only difference is that now day 0 DLC is being justified by this, which bugs me.
Why not? If a next project is lined up, as it should be, early development work could easily be done in that time. Conceptual design and engine frameworks could reach a first milestone by that time.
All other industries get you started on the next project the second you deliver, even though you will need to revise at some point.
Yes when you deliver, game off for certification isn't delivery. Once it hits the shelves then its delivered, then the team moves on. Low Level devs gets laid off, higher level guys go on leave/ move onto the next project.
Most of that is done by the lead Designer, Producer, lead Developer, Lead Artist. Which makes up less that 10% of a triple A dev team. What about all the rest? Also remember quite often only the core team will move from project to project and since most games have a 2 year plus dev cycle there is hardly ever an immediate start with the next project, again the core team as named above would probably start throwing ideas around, the grunts on the other hand probably wont have any real work to do for some time. So keeping them busy with DLC, be it Day One of other DLC makes perfect sense to me.
Think about it, when a Film Wraps the actors, extras, writers, etc don't all pretty much bugger off. The Producer & Director still do the final cut and the team is called back should any reshoot be required. Just before it starts showing then everybody goes their own direction.