What engine, and why would it be any easier than what he's most familiar with?[
It was said when "the twist2" came out the first time.
The first two Dragon Age games were on an engine that was an iterative improvement of Bioware's proprietary Aurora engine. They had to switch to Frostbite for Inquisition, and it caused lots of problems for development, because their teams working with it had zero experience with Frostbite. Teams. Not one person developing a game, but teams of people working with the same engine.
I'm pretty sure KST is one person. Not a full time team.
It's really a small production.
And The Twist is poorly designed. We have no idea of what's behind the scene and it looks bad from here.
The new game came with better tech, from the start, and all the experiences gathered from the making of the first one. Look at the games and compare. One started with the advanced features of the old one.
In fact, even with the same technology, a fresh start would do marvels.
And I often joke about KST informations on updates. He was at 70% and now, after days and days, it's at 90%.
Just remake the game with the new technology, the dialogues are already there. Just do the animations, scripting etc...
Less people being able to play it, longer to make content and no, no easier to add content than it currently is for him.
Why less people being able to play it?
I think the level of optimization could go up, not down.
And we disagree on the level of ease to add content. I strongly believe it's easier to add content on the new game. Even if the new game engine is less familiar than the old one. I have reasons to think that there was an upgrade.

Hey, if it's as easy as you seem to think it is, go and show KST how it's done. I'm sure you'll have a top notch, graphically beautiful game that's perfectly optimised, with five times the content in half the time it's taken him to get this far.
I don't know what you are talking about, friend. But nah, it's not my place.
I think that The Twist stayed alive way too long for financial reasons. Not because of technology or anything.
It had good ideas, started badly and it was kept going to make money.
This could be an example of a game failing to evolve because it received too much money.
Management is all about risk taking. You control that. if you take no risks, you are not managing.
The right thing to do, is fix the bad start and lack of planning and move to a new platform/game engine.
The content can be kept (story, dialogues etc...)