The 2K team in California who test all 2K games would like a word with you.
But yes, some of the Frankenstein team worked for free, but they were more than just testers too. As Dennis alluded to in the GD mag article, the Frankenstein team is more of an "external design team" than just testers. Yes, testing is one thing we did, but not the only thing.
It's really none of my business to determine how they managed to pull a rabbit out of the hat at no cost or any other form of compensation... but when they offer facts or summary out to the media while blaming a lack of resources in critical positions to justify a stiffy product at release there could only be two explanations;
-- They simply ignored Beta-testers input for some reasons.
-- There was a conflict on design principles that lead them to revise staffing components.
Both of which didn't stop employees from losing their jobs
before the September deadline enforced by 2K.
Now, considering the structure of such projects (as in scheduled solidly within capacity) -- how can appropriate measures be taken once the boat is simply sinking since the crew abandons ship?
There's responsability and defined tasks but there's also a clear pattern to follow for optimal results;
1) Concept
2) Coding
3) Testing
4) Quality control
5) Loop back to 2 when absolutely necessary
What i'm getting from the post-mortem article is that 4 & 5 were somehow skipped to meet a strict schedule. I simply can't believe that at that stage seats were empty or that actual people could have been either replaced or paid to keep the boat afloat until Coding has been wrapped.
They stopped paying under contracted principles.
While Frankenstein team couldn't intervene for the simple reason that they weren't expected to do so.
At least, that's how i perceive the internal chaos that it probably was; late summer, bad news hit, back stabbing knives thrown across the project "Parts" & sections.
What a mess.