And why weren't those mistakes made in the first two years still present during the next five years, far after they had learned from their mistakes?
Let me put it that way.
You make a game. You make a crucial mistake during the development phase of the game and 2 years into development, and you are saddled with certain mechanics or plot-lines that are unsustainable in the long run. Your options are as follows:
1. Continue as you were, basically dooming yourself into eternal development.
2. Scratch everything, and start from zero.
3. Wrap up haphazardly and move on to a new game.
4. Correct course, attempting to bring a satisfying conclusion to what you already started, vowing to not repeat the same mistakes moving forward.
Now, nr 1's natural conclusion is usually the game being abandoned. Eternal development is incredibly taxing - a story must be seen to its conclusion, otherwise you get burned out. If the developer is mad enough to keep going regardless... Well it's not particularly fun to watch anyway. I think Yandere Simulator is a good example. I admire the tenacity, but like,
damn.
Nr 2 is a fantastic way to alienate your playerbase and bankrupt yourself. Unsustainable or not, people LIKED what you did, and supported it. Removing it will not be seen favourably. You can check Saria Reclaimed to see how his recent rework is working out.
Nr 3 has its advantages. Just... Cut off and move on. Leave whatever story lines you have unfinished and just move on to the next game. We see it all the time, particularly with triple A games.
Was that an option? Yes. Now, I'm just a writer, so I don't set the course of the ship. Personally, if we went that route, I wouldn't be satisfied with the end product. I hate blatantly unfinished games.
Which leaves nr 4 - compromise where you can, and try to make the possible product out of the things you've already put in place. Is it going to take long?
Yes. Are you going to bang your head against the wall every time you have to deal with a old mechanic that doesn't really support the current vision of the game? Many fucking times. Will you have to deal with people asking month, after month, after month, "Are you done yet?". Very much so!
But you do it anyway, because you believe the end result will be
good. And if you don't plan to make something good, then why the fuck do you get started on it in the first place.
Now, as for act 2. Will it be smaller in scope, with less characters, and less freedom of choice?
Preferably not. There's a lot in Seeds of Chaos Act 1 that can be shaven off, without really detracting from the core experience. It will present itself with its own brand of unique challenges, but we are hopeful things will go better this time.
Every release brings us closer to the finish line. The game doesn't expand anymore - it just fills up where it has to fill up.
Alright, rant over, had to get it off my chest