HK, Nirolak and I were talking about this the other night. If you look at the post-mortem for FFXII from Game Developer a few years ago, you see that the structural problems that sank both projects are
exactly the same: following a "waterfall" development structure (i.e. finishing one "phase" entirely before moving on) and thereby wasting human capital as team members sit around with nothing to do; drastically underestimating the technical challenges facing the team; difficulty coordinating the huge number of people involved in a project of this size and bringing them all on board to a shared vision of what the game should be; creating an excess quantity of locations and running out of time to fill them with actual content.
It's pretty clear that Square-Enix's overall development methodology simply does not scale up to projects above a certain size. SE management seems to have dismissed the problems with FFXII's development as being "rookie mistakes" due to the team's inexperience on AAA projects, but that was a mistake: Kitase's team (who had no problems whatsoever delivering on FFX and X-2) ran into the same exact issues with FFXIII and were completely unprepared to address them early on, when there was still a chance to solve them.
(This is also why it's incredibly naive to think that Versus is going to magically solve these problems. Every indication is that Versus is being developed along the exact same process, that it too went through an extended prototyping phase and has only started actual game implementation recently, and that it's going to run into strong time pressures regarding its release date.)
TheSeks said:
The thing is, they could've learned this from some of us that detracted on FFX.
Nobody was going to "learn" anything from FFX because it was an excellent, polished game that was produced efficiently, came out on time, and was widely praised in both Japan and the US. The linearity of that game was a complete non-issue, and the actual problem in XIII (that a linear structure was wedded to insufficient subsystems, sidequests, and non-combat-non-cutscene-content to break it up) wasn't present in FFX.
What they could've learned from was FFXII, but the "walled cities" at Square-Enix mean that basically no one in a position to apply lessons from FFXII was involved with FFXIII in any significant way.