Gamasutra just published an article of mine titled Scrum and Long Term Project Planning for Video Games.
This started as just another post following numerous conversations at the IGDA Leadership Forum last month, but became too large (I never like to read a 4000 word blog entry!)
Publishers and developers are really struggling with how to work together to best leverage Scrum. There seem to be some common misconceptions and patterns of problems that I wanted to address. I'll also be following up here with more detail on some specific things I cut from the article for clarity.
Thanks to Mike Cohn and Daniel Cook for their feedback on early drafts.