>>1498505
this blogpost / article by the devs themselves shows exactly why and how they took a decade to produce nothing.
https://archive.is/U5TFL
>feature that would take one programmer an hour for the minimum viable version
>then a few days to add all the bells and whistles the designers want
>then a few hours added over the next month or two as some bugs are found in playtesting
true cost: one programmer, 2-5 work days. some designers / playtesters, an hour each.
>these retards turned a one person job into a group therapy effort where lots of random people are "looped in" to justify their existence
it's another episode of managers replacing work with meetings and email chains and then wondering why no work is getting done. if you let Chad Stevens (he/him) code you a fucking launch pad, then playtest and then have a meeting about it, you get all of this shit done in a couple days with minimal friction. but not the people who make a carbon copy of Minecraft for a fictional audience of people who want Minecraft but slightly different looking but not a Minecraft mod. these brilliant minds sent emails to the entire fucking staff about their plans to maybe add a feature before they had even started:
>Proactive Feedback
>This board and a timeline were sent out to all stakeholders to gather async feedback before development began, and got feedback from game design, tech design, and creative contributors. This feedback led us to alter what would be configurable for tech design and how the trigger would work for the initial development, which began as a ray cast and turned into using trigger volumes within the engine.
>At key points, I reached out to people suggesting changes and met in 1 on 1s to make sure a culture of creative collaboration was being fostered even at this early stage, and to make sure their input would be fully understood. These contributors were continually looped in at every stage of the process to make sure we were still headed in the direction that worked for them.