My communication skills are dwindling rapdily

The point I was trying to make was not about me, it was about the impact of everything "around development" on development teams. I took the stuff I deal with on a daily basis as an example to illustrate how much of that stuff there actually is. If you substract the time and money spent on interim demos, sales, marketing, PR, localization, age ratings, certification and so forth from the total development, then you could probably make two games (admittedly slightly exaggerated to make the point). And that I think goes for every game developer.
The other big one like that btw is that a lot of people are continously reinventing the wheel. I'm thinking a lot about how you could optimize development for the moment, and apart from the typical production things, not having to reinvent the wheel all the time and trying to minimize the "non core development" things are two big ones. Not that they are simple to solve, otherwise somebody would have done it a long time ago
