I thought the issue was Matsuno was trying to go too far off the beaten path and got the slam put down from management. /QUOTE]
The problems SE experienced in developing XII were literally identical to the problems they experienced developing XIII and that they are experiencing now in developing Versus: they develop in a waterfall fashion, with producers and directors who are used to working with teams small enough that they can direct everyone on their own and keep the whole scope of the project in mind at a single time. For games that follow a well-oiled template within a technology level the team is competent to handle (like FFX) that worked out okay; for any project with a more complex design like XII or that exceeds the team's technological scope like XIII (or, even worse, like Versus, both) that process falls apart completely and ultimately leads to a game that isn't content-complete shipping years later than intended.
Because again: it hasn't been in development for 6 years.
This is a meme people like to trot out, but it really doesn't do much to factually excuse Versus' intolerable project management. Nomura has not done very much of substance outside the Versus sphere in this time (even the series he's most involved with, Kingdom Hearts, has been stalled on progressing to a new numbered entry because of his inability to work on it during this time window.) Even if we allow that Versus was still early in pre-production when it was announced in 2006, and allow both a long, relaxed pre-production window of two years
and a development-resource-switch to XIII for a year (itself indicative of fundamentally incompetent and disastrous project management), Versus is
still clearly in development hell -- that still puts it as a game with two years of preprod and three-ish years of full development that still has
effectively nothing to show for it and which is in such a state that it can't even be trotted around to trade shows and magazines to prove it's a real product that might release someday.