I tailored my education around being a project lead.
Almost done a degree in Computer Science with a distinction in Software Engineering and a minor in Management. Currently working in the Oil Industry to get capital for my own company "geeXoft".
So I understand a lot of what is entailed in developing a game (and software in general) but of course I'll need some real world experience to fully comprehend what goes on in titles that are massive in scope.
While I do definately think you'll need people skills to manage a team, I have a feeling that games aren't being properly planned on paper to begin with. Again, it's a feeling and I'm not saying it's reality. I've only been observing what's been happening in the game MOD scene for various big name games. I've seen some "making of" documentaries for some big name games and it almost seems the same way to some extent.
Right now I'm make a game on the Source Engine. I'm still working on the game concept and plan before even looking at any modellers, animators, texture artists, etc. The game right now exists in the form of a large excel file. I will have everything planned out by the end, and I'm 50% done. It covers everything, down to the most minute detail (ie. each static mesh that would go into the levels). With that done, it will be extremely easy to guage the progress of the game's content creation and implementation. I also plan to use a mix of black/white box testing techniques to iron out bugs...something most mods attempt to do in an informal fashion but I think it's easier for multiple people to deal with them if done in a formal matter.
By formalizing everything I hope to take away the detrimental "social" aspects of working with a team. When things are less formalized, less outlined and less straightforward, people go outside the boundaries of their function in a workplace environment and it leads to stepping on toes.
Anyways, the excel file is not meant as a rough draft. It is the final say in the game's beta release. It includes mention of possible alpha version features, but does not factor them in at this point. As a software designer you're going to have to realize that many of the features that you'd really like to be in the final version may simply not make it due to time restrictions. I take that into account when making this beta, simplifying it to something that will be playable, enjoyable, but not comparable to a console game in terms of polish.
At that point I'll be open to discussing any gameplay or any other changes. At no point before then will I allow any change to the game's vision, unless there is something really broken. This is a problem with so many MODs out there, and thta's why many of them don't even see the light of day. The best word for me to describe it is sharia (arabic for "constant changing and adaption"). There's the outline for the beta and until testing for QA, it's stays that way.
Speaking of QA...AFAIK there is nothing like that to my knowledge in the World of videogames. There is rigerous testing, and I think PC games do benefit from a gameplay perspective through this testing, but the purpose was never meant to make it more accessable (well, Halo 2 had grandma testing

) and more enjoyable. I used to review games for a local paper...and while my friends thought that it's probably all fun and games, it was annoying to play a lot of crap software that was broken on so many fronts.
I'm probably ranting and not making any sense, I've also typed up other replies while typing this one so I'll end it here.
