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Velociryx
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of Candle'Bre
Apr 1999 time: 05:19
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Thanks for the plug, Rav!
I think the key difference between the two is that in integrated shops, there is (or more easily can be) less pressure by the publisher to get the game out by some arbitrary date.
The designer/publisher relationship when the two are independent of each other is automatically gonna be broken to one extreme or the other.
In the most common case, the designer has an idea that looks good on paper, and maybe even a roughed out demo to hype to a publisher. He does so, and the publisher buys it. Now the pubilsher is in the driver's seat, and calls all the relevant shots (the game WILL be out by Christmas, and I don't care if it's done or not!) --sounds pretty familiar, yes? 
OTOH, if the designer waits till the game is just the way he wants it, and THEN goes looking for a publisher, he can pick and choose his deal....starting a bidding war for his game, and the publishers will be tripping over themselves to snatch it up, if the design is good.
Either way tho, there's a total imbalance of power in that relationship.
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:19
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Oh, I quite agree, GP! There can and have been numerous examples of poorly managed creative teams turning out just plain junk (not that I'm putting Firaxis in that category, btw), however: I think that once a publisher buys rights to a game (and, it's generally the case that publishers buy the rights to a game that has not yet been designed, and only when the money from that deal is in hand, do the designers race for the finish line), they have a huge "stick" to hold over the heads of the design crew at that point....and very often, they do just that, pressing to get the game out for the Christmas rush, for example, nevermind the fact that the design team has suffered setbacks.
I think that if more companies would take the reverse approach (design the game first, be happy with it...polish it to a super-high gloss, and THEN shop for a publisher), we wouldn't see a tenth of the buggy releases we do.
-=Vel=-
(of course, this would require the game companies to restructure themselves somewhat....a thing I'm doing with Velocigames from the outset....we'll see how that plays out!) 
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