Originally Posted by Crastin
Well the part of scrum that seemed efficient was the ability to cut out what doesn't work quicker, allowing the team to work on what is working is the theory I believe. From a Game Designer point of view I saw the sprints and constant meetings as a way to convince the higher ups that what you envision will work, although it could work both ways and they decide to cut something early.
The sprints and stand ups are for progression reports. The 'convince' stages are done outside these meetings where the stories are constructed.