I don't think you are a fanboy, Lorcin, at least not based on the points you've made here. But like other takers, you seem reluctant to examine the potential business-side failures of an admittedly great developer (Though I'd be lying if I didn't say Blizzard hasn't come down a peg or three in my mind with some of the distrubing revelations about Diablo 3).
Business pressures tend to matter less in creative endeavors like game creation, but that is not to say they can't apply and indeed they can even result in better projects. I wholeheartedly disagree with your insinuation that a game needs a 7 to 10 year dev cylce to avoid being bad and/or buggy (which I read into your
" name one game..." comment) . Not only is that demonstrably wrong in many recent examples, but the very idea is a head-in-the-sand misconception. I don't pretend to be any kind of expert in creative projects whatsoever, but knowing what I know about business and project management in general, I feel confident in saying cases where there is no way to improve and tighten up the creative process without compromising quality are
extremely rare.
"The assumption that animals are without rights, and the illusion that our treatment of them has no moral significance, is a positively outrageous example of Western crudity and barbarity. Universal compassion is the only guarantee of morality."