Let's examine the facts.
Firstly, it seems clear to everyone that we've seen an inordinate number of unstable, glitchy, buggy, and ultimately unreliable new games on store shelves this generation so far.
Secondly, the number of announced delays has been downright comical. I don't think I went a week without announcing another delay between January and March.
Thirdly, publishers continue to say that it becomes harder and harder to turn profits on big-budget AAA titles, and the longer a game is in development (and not on store shelves), the more losses it incurs.
When you combine all these factors, it seems plain to me that developers and publishers are absolutely rushing games to market. In order to keep interest high for the new generation, a number of high-profile games – perhaps even the majority of them – were shown off well before they should've been. Watch Dogs and The Witcher 3: Wild Hunt are only two extra prominent examples; there are many others.
Games have been riddled with issues and these issues really run the gamut. Driveclub had major server problems, for instance, while Assassin's Creed Unity had several significant glitches when it first launched. I will say I've never played any AC that was anywhere near as bad off as The Witcher 3 in terms of glaring and comical screw-ups (leave it to PC devs untrained in console development), but I also can't remember playing a game this generation where I marveled at its consistency and stability.
In fact, I find I only do that with exclusive software. So, maybe it's the multiplatform development that's really throwing a wrench into the works. But at the same time, I'm almost certain that the drive to get these products on store shelves ASAP is having a profoundly negative impact. This is precisely why I wasn't upset about Uncharted 4: A Thief's End being delayed. Because if that releases with a bunch of bugs – an exclusive IP that has always been almost technically perfect – then we're in big trouble.