Interesting interview. Phil doesn't seem to own the Redfall debacle much, and I guess as someone who is very high level, I can understand that some of the failures might be below his pay grade, but it isn't fair to simply say Arkane didn't know how to execute or that more time wouldn't have made it a much better game.
It's true that the issue was not about whether or not to do another three month delay at the very end, as Phil says. A lot of the corners that were cut in this game were probably cut a year ago or more. But let's talk about why that is, because the scheduling was totally out of whack.
This game was supposed to come out a year ago. And it didn't, but the fact that they forced them to try means a lot of the teams's ambitions were scaled down in the months leading to the original deadline. You can't make decisions about when to release a game month-to-month until it's done. You have to have the vision to plan ahead for what a title really needs and it's clear they didn't.
Same thing worries me about Starfield. We saw a lot of this in the Psychonauts 2 documentary, the problem wasn't that they didn't get the time they needed, it's that it was delayed over and over and they were never sure they were going to get the time they needed. That game came out good in the end, but it seems like the process still really hurt the developers.