Doom972 said:
Did one of the following ever happened to you when playing a game:
The music made it hard to hear an important dramatic dialogue or couldn't be appreciated over the sound of gunfire?
You couldn't differentiate between friend and foe, or between different enemy types from a medium distance?
The game constantly kept relying on cutscenes to tell you the story?
If the people doing the jobs you mentioned would've played a few games, they might've taken these things into consideration.
Most of those things fall under the responsibility of people in
producer and director roles.
1) They'd have to tell the audio engineer, not the composer, to adjust sound balance according to feedback they would likely receive during testing.
2) They'd have to tell the artist that two or more designs would be too hard to distinguish, so the artist would have to redo them. Concept art
always goes through multiple iterations before making it into a game anyway.
3) Cutscene reliance is a matter of tradition, not writing. It's tied to the basic game design established in the original design document, and writers rarely have any input for those. Once again, it's directors/producers that instruct the writers of what's needed, and it's they who approve what makes it into the game.
But in the end, the reason for a lot of issues not being fixed before release comes down to bad planning, moving deadlines, or changed publisher demands. The base-level content creators are rarely responsible for these things.