The slowdown you are so insistent on referring to is about 5% year to year. Apparently 5% slowdown is for you a "things are falling apart" territory. Again, this is not the gotcha you think it is.
Apart from it being more than 5% a year, it's clearly a constant downwards trend. This is not a "gotcha", it's a simple fact. lol
No, initially we were talking about two different things. He was talking about linear trend and my line was cumulative average.
The person then stated that when you split development into 2 parts cumulative trend is pointing upwards.
In addition since Part 1 and 2 have different development paces presenting them together skews the statistics. I think that the only way to provide an accurate picture is to present two parts separately.
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You've plotted the trend of the cumulative average, which even in your visualization is sloping down. The trendline I included is the linear trend for avg renders per day per release, non-cumulative. If you're looking at 6+ years of data, comprising 13,600 renders over 2,400 days, and both the per-release trend and cumulative trend are pointing down, then production is unquestioningly slowing.
To be fair, splitting the game's development into part 1 and part 2 does show that part 1 was relatively stable (cumulative avg dipped only slightly) and part 2's cumulative trend is trending slightly upwards.
You: We should split part 01 and part 02 because if not, it would show a more severe downwards trend. That's a no-no and would kinda fuck me over!
Like I said, the only straw you're holding on to is Sophia/Dylan date night, which saved the game from having another year with less renders than the one prior. It's as Talcum said; Production is unquestioningly slowing.
Why would the only way to provide an accurate picture be to split parts in a way that helps you paint a picture of a somewhat "stable" (still not stable as it's going downhill anyway) development speed? Oh right, you keep ignoring those parts when I explain to you the quality is not it with my own arguments aswell as your comparison creating art.
A (more than) 5% decline of renders per year (especially from 2020 to 2021) adds up after 7 years of development.
Because each consecutive PD day contains more and more content, the development time increases, hence the time between updates gets longer and longer.
The amount of renders a PD has got nothing to do with his yearly render output. Updates with more renders take more time because the update is bigger, and they also take more time because L&P's render output is going down. What you're saying here is still completely unrelated to L&P producing less renders per year.
Everything else in your post is not worth addressing.
No, ofcourse not. Because why try address things you can't wiggle yourself out of, right?