It seems to me that the development plan for this game is the worst combination of good ideas.
Complex narrative with branching paths.
Long development periods between releases.
Large cast that make infrequent or non-regular appearances.
A drawn-out corruption storyline designed for those that like slow burns.
High quality renders with strict attention to detail.
As someone that is new to the game, it really feels like the project had been mismanaged. You can have a complex story, but the development period can’t be so long that people lose track of the narrative. Conversely, you can’t pump out releases without sacrificing something like the high quality renders. But if you want to maintain the high quality renders, you need to limit the number of characters you’re rendering.
I’m not a creator, but I think there are lessons here for future creators. Not every game needs to be a game of instant gratification, but there does need to be a better sense of project management. Players should not be left wondering if in-game content that is only a few hours in the future will arrive within the next 12 months. It shouldn’t take pages of discussion on a web forum to piece together a timeline of events that is, at best, an estimation.
L&P is clearly committed to their path, so it’s too late to change course. But I think there’s a lot of good lessons in this game for future developers. You need to find a better balance between all the competing demands. Speaking for myself, I think I would happily trade a scaled down story for more frequent releases. Maybe a game where it’s only Liam, Dylan, Ellie, and Patricia- cut everyone else entirely or to non-romance and supporting characters. A game like AWAM would be perfect if released consistently every two or three months and consisted of a half-days worth on content. It can still be a slow burn, but atleast it would be fresh instead of long overdue.
Just my thoughts.