Or the other way around, depending on how much you know about games dev
I have not seen all companies nor I can determine how it works for all of them. The ones I have experienced made a difference. Tech development like engine was more into agile delopmentment however the content development on top of it was abviously handled not always like that. It is also a difference whether you got an indie dev team or a venture capitalist supporting a bigger company. I have not seen though the companies of the canadian games dev hub which is quite huge. Do you know the practices there?
Sprints and scrums and agile are not something you see even in main-stream games dev - games are one of the few areas left in software development where the process is still ad-hoc (compared to other software areas). Some of the big studios are starting to become more methodical, but what you trade for predictable delivery you lose in terms of creativity. Games are still an art, where things like TDD and testing can't replicate or judge the 'feel' of a game.
I have seen it both ways. And I agree to a degree. However, more and more according to my experience you have engine & tools developent happening under agile development priciples.
The actual content or creative development was handeled different (according to my experience).
There is a need to differentiate between a technical testing of an engine which required more an engineering point of view and content testing which runs on a different level.
It's a fair point that as WWII aviation fans we all desperately want the title to grow and do better. My biggest concern now is that they've set themselves up in terms of expectations of 'The Great Patch' and each week it goes by the unrealistic expectations may be mounting. We might be looking here at a 30% increase in frames per second, and not much else. My FPS are great already..
I agree whole heartly. I do not experience those performance issues myself. Nonetheless not everyones hardware runs the title in a way it should run. I welcome the engine design and what follows. CLOD showed me one thing. The beauty that can be achieved with nowadays simulation while preserving huge mape sizes. For you a 30% increase might mean nothing, but for those with slightly weaker hardware it means a lot.
The next release wont be an eigth world wonder ... but hopefully it will bring us closer to a real ww2 simulation experience and widen the community so more people can join our dogfight league and coop missions & campaigns

with all the graphical, fm and ai modifications it needs at a more or less up to date tech level.
cheers,
Dag
ps: sorry for the big amounts of edits, my english can be sometimes a bit broken :-)