Anecdote:<p>I'm sitting in an all-hands meeting at a 20-ish person game company I'm working for. We've just had a project canceled. We go around the table doing a post-mortem.<p>When it comes to the producer's turn, he pulls out a Game Developer mag, with a post-mortem of a previous project we shipped. We repeated almost all of the "what went wrong" section.<p>Of course, it didn't seem that way, in the thick of things.<p>OTOH, I used to be a bit of a process evangelist. I read Steve McConnell and Joel before they were popular. It's easy to single out unsuccessful projects and point to all the mistakes they made, but often the successful ones make exactly the same mistakes.<p>There's a moment in the middle of a project when it seems like everything's going wrong, and the constraints are unsatisfiable, and it'll just end in disaster. What you do at that moment can make all the difference. Sometimes just refusing to concede the obvious is enough. Often, it's not.<p>Even much-admired companies like Pixar have their crunch horror stories.