Thinking making good art doesn't take time is ignorant. If LP makes 900 renders for an update, and it takes an average of 5 minutes per render (which is super-speed and totally unrealistic) that adds up to 75 hours of work.
For a more plausible 20 minutes per render that's 300 hours of work. That doesn't even take into account writing, coding and finding assets or troubleshooting issues as they happen. Or doing certain things manually, like expressions or poses. Making these games takes a ton of time, literally hundreds of hours per update in some cases. I'm not counting the actual rendering, as I assume and hope that is done overnight via a render que so it's passive work.
The issue LP has, and always has had, is the game is simply to complex. As someone said above, this game has branches of branches. So, while in reality 900 renders per update is plenty, they get spread out too much. He could easily do an entire day of content in 900 renders. But instead they're all in 1/4th of a day or less in some cases.
Which leads to the other issue. Too many filler renders. And too much perfectionism. So my 20 minutes per render, in reality for LP, is probably more like 30+ minutes per render while he meticulously adds more pigeons to the scene or something.
He has the exact same problem many developers of "beautiful" games have. He's an artist, not a game developer. Stoper, Come Inside (already got abandoned tags), Ocean's games (that I love) and most other "beautiful" games will never be completed. I said it in another thread already, but it seems like being an artist foremost is not compatible with developing games to completion.