And maybe this is wrong and the future of game development will shed those tendencies. Looking historically on game development, rushing a product out of the door to meet a release date has rarely produced a good game (anyone heard of E.T?). So the question might be, what alternative do we have between rushing a product for relase date, and waiting until it is "done", which might mean fifteen years to find out that the game is rather crappy (duke nukem forever). We can also look at development processes like Debian, and compare a static release schedule with a dynamic one.
I'm guessing in both cases it's because the best raters get the best access from companies.
Same problem probably exists in other industries too.
Pricing plans, gold editions/collectors editions etc are all planned for much later in the cycle - all revenue comes post/near game launch.
That is what I was aiming at, perhaps it wasn't clear in my original post, I plead sleep dep.
Let's say a company plans to make their game in 1 year with 5 developers paid $60,000 each, so they raise $300,000. Every month of overrun costs them $25,000 in salaries, and if they don't have cash in the bank on pay day the employees don't get paid.
At Blizzard or Valve this wouldn't a problem, they've got oodles of cash in the bank. But the whole point of going to kickstarter is because you don't have oodles of cash in the bank.
DNF wasn't done. IIRC, the developer gave up, sold what they had, which was tidied up and shipped otherwise as-is. It's another example of shipping a product before it's "done". ...and sometimes an idea just doesn't work out, no matter how much effort.