- May 2, 2020
- 109
- 548
All trolling aside, that's something that needs to be stressed. I'm a consultant in the IT industry, and I can't even remember the number of times that the customer management asked me to do what I could to "reduce the development time". Be it adding other people to a project with tasks that require a hefty warm-up and can't be handled in parallel (a.k.a. "nine women can give birth to a child in a month"), or asking people to perform multiple tasks at one, as if stopping-and-going (a.k.a. "context switch") didn't have any overhead or quality implication.An update we release in one month, apart from the question narrative coherence, would be roughly 1/4th the size of what we release in 4 months. Actually, releasing four updates over 4 months would probably have less content, due to stop-and-go aspect and releasing builds coming with its own administrative time sinks. At the very least, it would inform the pacing of events in a way that would be a detriment to the project's quality.
That's something that is often seen in the Patreon-sphere: to decrease the development times, authors are often asked to "add more developers / artists" and "split releases in multiple chunks". And the answer should almost always be a resounding no. There is no magical formula, or modern development technique, to speed up a game release - at least, no formula that doesn't imply a quality impact, in any case. Developers, or game authors in this case, have to find a process that is fine to them. It may not be the best process in absolute terms, but hell, we're humans and we deserve to strike a good balance between "productivity" and "self-satisfaction" (God, how I hate marketing terms).
Oh, and laziness accusations, in this specific and many other cases, can go straight in the bin. If someone thinks that this is "milking", well, they don't know much of how real life works, and I'm surprised they can function in real life at all.
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