I did wonder about that as it's less of character quests and punishments and more something described as on rails. On the bright side, for those not interested it'll likely be easier to get through than having a large string of interconnected little quests you have to trigger individually which is usually the case to progress things. Now that I say it, it also sounds pretty good to me that way and I am interested, lol. Also, I'm not sure how much development is baked into this one week long event but it seems like it could be fairly significant even if it's not explicitly split into individual events. That said, I do hope most future events are generally of smaller scale though with the occasional grand one here or there.detracts from the more natural development of characters and plots
It wasn't mentioned in the update or messages since, but It was mentioned in a broader context here:Another thing not mentioned that can impact development is team expansion
I can also confirm that it's true in software development. It's just a fact of life that adding people to a dev team comes at the cost of slowing things down initially to hopefully increase capacity/output of the team longer term (assuming those people are a good fit and work out on the team).Honestly, if he wants to realeasse as much content with a bigger team for the first time and also "work under the hood" it will take more time, at least for the first and maybe secound releasse after the decision was made. Then the releasses will go up either on scale, quality or speed. It is just a basic principle of product manufacturing observed on all production lines over the world. Nothing new, nothing alarming, nothing worrying.
In principle (not for this game specifically) I likely agree (as I've seen variations of most of those problems in my own jobs). If there's nobody properly steering the ship it's always going to be a problem (or if there aren't people in a position to let them know when they're veering too far off course).I am not saying this is the case here, but without a strong lead, team expansions can actually reduce quality and output
When it comes to this game, I wasn't under the impression that this team had expanded drastically enough or have enough overlapping roles/duties for most of the issues you brought up to be likely for them though. Issue #4 could be the most valid to the extent that there will be more management involved which comes with overhead but should get easier over time and there are now people to delegate to that can hopefully handle some of the things that were taking up time previously (including non-dev work). There are always going to be pitfalls regardless of size of a team/organization (they just change). As to if existing issues (like the ones mentioned by the author for the last update) are helped or exacerbated I think only time will tell but I wouldn't expect a huge shift in either direction.