Makes sense, and I get the pro vs. non-pro having a significant impact on output. With that factored in, I'm trying to get into the mindset of someone plotting out or making decisions about what to include and not include from release to release. If I look at this game and some of the others that generate a high thread to release signal (i.e. lots of people waiting and talking about the next release which seems to have inconsistent and moving timelines that inevitably disappoint).I had the experience of creating fan-made mini-games, I also worked with an artist. Therefore, I now understand how difficult it is and many developers cannot devote all their time to creating a game, they have a main job, family and other worries that take time away from creating a game. Only those developers who create the game professionally can deliver updates faster than others. But there are very few of them.
In addition, there is another important factor. Creating a game is a creative process, largely dependent on inspiration. Sometimes, I would say quite often, authors are prone to burnout, so you will see a lot of abandoned games.
One of the interesting things about this game, for example, is the fairly linear structure through Act 1 (not the parts 1,2,3 that the dev lays out, but the story-structure Act 1). Once you get to the branching in Act 2, however, it feels like inevitably the number of characters you have to service, so to speak, can quickly cause development speed to slow significantly. Again, not surprising, but I'm wondering if this is just the nature of this type of game development or if there are developers who have managed to address this issue and maintain a more consistent release schedule, and actually approach completion milestones. If so, who are they and what did they do right?
Anyway, sorry for the long-winded thoughts. I'm tinkering with some stories and would be good to know what I'm getting myself into. I think probably there are other threads where this discussion is more appropriate.