Yeah scrum, or any process really, sucks when it's used like spyware. I've been lucky enough to be part of teams in companies that don't treat their employees like the enemy. So doing scrum the every day work aspect happens at the local level. What I like about scrum is being able to talk to other teams about higher level things while keeping the day to day tasks just within our team. It's similar in programming to the TDD approach of making a public interface and testing against the functionality, while the implementation details are kept internally.
Doing reports I find people care less about the day-to-day work and more about when it gets done, and this is where scrum in theory works well but breaks down in reality. In practice is estimation works when team members are kept consistent, because over time you can track historically "t-shirt size" complexity of task as estimated by the team translates to "x number of man-hours". However in game design we get a lot of major team shakeups pretty regularly with teams changing across different milestones. It's hard to fight against the instinct of "Oh this thing needs our a-team players for this release"
Doing reports I find people care less about the day-to-day work and more about when it gets done, and this is where scrum in theory works well but breaks down in reality. In practice is estimation works when team members are kept consistent, because over time you can track historically "t-shirt size" complexity of task as estimated by the team translates to "x number of man-hours". However in game design we get a lot of major team shakeups pretty regularly with teams changing across different milestones. It's hard to fight against the instinct of "Oh this thing needs our a-team players for this release"