Every time you play a game with a big, obvious bug in it, or some obviously missing feature, someone made a decision to ship the game in that state, so in that sense, it’s a “suits” problem. But having worked in video game QA for almost 20 years now, my personal experience is that when that happens, it’s often after months of the devs trying and comically failing to address the issue.
For example - and this wasn’t over a gameplay feature, just an art asset - I worked on a shooter once that featured a level set in a shopping mall. One of the stores in the shopping mall was a game store, and in the game store, they had one of those console demo stations. And inside the demostation was a PS2. So, Sony has a requirement that you can’t have a Sony product inside your game, unless you get a special waiver. Something about brand management, AIUI. And Microsoft, as you can imagine, is even less enthused about having a Sony product in a game on their console. So, I bugged the game kiosk as something that needed to be removed.
Next build, the kiosk is still there, but the console doesn’t say “PS2” on it anymore. But it’s still obviously a PS2, so the bug goes back. Next build, they make it a little less rectangular. It’s still obviously a PS2, now it just looks like a badly rendered one. Back it goes. Next build, the console is still there, but now it says, in the distinctive PS2 blue-purple font, “GAMEPUBE.” So now Nintendo will be pissed at us, and we’re not even releasing the game on their console.
Finally, one of the producers suggests making it look like the kiosk had been broken into and the console stolen. Since this was supposed to be a “gritty urban crime*” game, the devs finally agreed and we could close that bug. But it took a solid month of back and forth over this dumb background art asset that had no significance to the overall game. And they were like that over every aspect of the title. There was a point - pretty early on in development - when the “suits” realized that we’d have to start drastically reducing the scope of the game, because the devs were simply not up to the task of doing anything more challenging. When the title came in, it was supposed to be the next GTA. When it left, it was a buggy, dreary slog of a game, and no amount of extra time or money could have fixed it.