You do realize that the person that actually needs to feel satisfied in the first place with the work itself is the author, right? I can understand the frustration, but I think you like some others seem to think that this is all about you and forget that the person who's actually writting this needs to enjoy the process, otherwise it starts to feel like a drag. I'm pretty sure people who make this sort of comments have never been involved in any kind of creative process, because if they did they'd know that this is actually something normal. I can speak from personal experience because I've done quite a bit of writting a few good years ago and I can tell you I lost count of the amount of times I had to go back and re-write something along way because I felt I needed to change something, as things weren't progressing like I wanted to. Also, when I played guitar in some of the bands I had we sometines spent months re-arranging the same 2 or 3 songs until we felt pleased with the final result. This is a common place to writers, musicians, designers, etc.
I think that's the correct mindset when you directly finance independant people like on patreon. Platforms like patreon are to put emphasis on the creator, not really what they're doing.
Yeah sure you get a product at the end, you get rewards, access to specific stuff or just access to the regular stuff in advance. But if you're spending money on patreon, it's probably because you enjoy the people and their creative process. You want to help them accomplish what they feel is right and good. What you're probably looking for on patreon is stuff and people you don't find or hear about in more mainstream media or streamlined chains of distribution. You shouldn't feel entitled to something because you give money to an independant creator on the internet. Yes, it's legitimate to think that way. "Vote with your money" and all that stuff I guess. But I don't think that's healthy, for anyone.
You came by your choice, and when you feel that's not worth your money anymore you go away and find stuff that you feel is more worthy of your money. That's fine. But don't be a bitch about it. It's not like you paid a 70 dollars game that's not functionning and needs multiple Gb of patch to fix everything. It's an independant creator with a small team on an ongoing process, they will inevitably have some setbacks. You implicitly signed for it when you decided to support an indie dev working in their room. Even huge companies have setbacks and delays too. Stuff happens.
You're not talking about a faceless company on patreon. You're talking about an individual. Just be mindful.
That's why even experienced writers finish the storyline first, and then the actual development process begins. Burnout can hit you like a truck out of nowhere. It surprised me when I learned that EvaKiss has been winging the writing all this time. I guess it finally caught up to her.
I'm a game developer at a big studio. The process you're talking about, storyline first and then dev, is an ideal one that actually is never really found in practice, or maybe rarely. It's like saying "first we'll do all the game and level design, and then we'll start the real dev".
There's obviously an order when you're working on a game. You can't implement a feature when it's not designed. But as much as I would like to have a feature spec coming on my desk, all figured out, I implement it, it's working, and then we go on to the next thing, that can't happen. Game dev is inherently iterative. Stuff thats sounds good on paper maybe aren't good when playing. And sometimes when you're playing you find good stuff that you haven't thought about during the design process. Sometimes a bug can create something so interesting that a feature comes out of it!
And I don't even talk about resources management. If you wait for the story and the design to be finished, what are all of your dev doing in the meantime? If you aren't doing multiple projects at the same time like DLCs or something to occupy them, there is a point where you can't rework stuff anymore. You need directions, you need to test, to prototype.
I've worked on many features, some of them were killed because they weren't interesting, story kept changing during development and levels had to be redone. That's how game dev goes.
The difference between a "traditional" studio and an indepent creator on social media and platform like patreon, is that all of this iterative mess is happening behind closed doors in a studio. They announce something, show a trailer or a gameplay footage, then go back for many months to do the dirty work that needs to be done, and then show something that it worth showing again. You don't see anything that's happening in the studio. You don't see the frustration, you don't see people getting ill, you don't see the burnouts, you don't see the doubts of the dev when they question everything at one point, or when they're stuck and don't know what to do.
When you're supporting an independant creator on the internet, one of the selling point is to have a "closer" relationship with them. You can talk with them, learn how they work, you have regular updates (even monthly updates are regular in gamedev world). You have the "chance" to see all of the behind the doors stuff. Many doesn't know how it works and it can be interesting.
And again, you're talking with an individual, not with a faceless company. The company can "hide" all the "dirty" uninteresting work related stuff, they chose not to talk about it. When you're with an independant, even more when they consider themselves somewhat of an author, you can't really dissociate the project they're working on and themselves. When they're sick, it's important. When they don't feel like they're doing a good job and aren't satisfied, it's important.
PS: After rereading I realised my tone may be perceived as harsh. It's not my intention. I completely agree with the people I quoted, I'm not answering "against them" or whatever, I just wanted to add stuff.
PS 2: About the second quote, I realised again after rereading that they may be specifically talking about visual novel, whereas I have a more general/standard game dev background. What they said may be true, I don't know I never worked on a visual novel, but I can see it happening as in its simplest form a visual novel is "just" an interactive story with visuals. There aren't any gameplay systems or mechanics that needs to be defined, tested, polished, maybe reworked etc.