I remember reading that the first STALKER was in development hell and an american manager from outside the studio came to save the project. The end product is maybe not the dream vision the developers had, but at least it released, and what survived of this idealized vision was enough to make an excellent game.
Funny you mentioned that game. I loved S.T.A.L.K.E.R. back in the day. Was an uber fan when it released. But then I discovered the game it was meant to be. The vast amount of cut content resting in the mass grave of removed things and dead dreams. And I despaired because I knew I would never play that. Was fascinated with their development history for years. Dreamed of ways for things to come back. And naturally, it never happened, some minor features were added in later games, but as time showed, overwhelming majority of these ideas or engine features were scrapped for good, never again to resurface in any sequel game.
And despite liking Kenshi as well, all I could think about when honey moon phase was over is how much the game was unfinished, how rough it was and what a terrible shame it was that they moved on to game 2 instead of completing one first (originally they wanted to backport features to game 1, but then they moved to Unreal from Ogre which killed this idea).
It is also amusing that both of these games shared one core aspect with Sui Generis in their infancy, aspect they had to let go to see the light - advanced AI and immersive world simulation. Both were meant to be living games where player is only one part of it. With Stalker NPCs were meant to compete with the player in finishing the game, using PDA chat, looting anomalies, driving cars, doing quests etc. With Kenshi Chris attempted to build an "honest" game economy with food chain and real supply and demand, of every NPC living by the same rules. With roaming armies dragging food carts with them. With outbreaks of famine if player destroyed farms. He believed it was never done because there never was someone dedicated and independent enough to attempt it. But in the end he had to give up on it anyway, introducing usual gamey hacks like disabling hunger for many NPCs and making game world economy just for show like in every other game. He realized the complexity of original vision and that he could not support it. Many smaller fun features followed suit, like animal taming and wall climbing (if that was in game, I am sure smuggling would be less of a joke and stealing things would not trivialize the game because of properly balanced difficulty).
So I am very much on the opposite side, I just don't mind waiting because seeing buried ambition and unfulfilled potential kills my soul, I get way too hung up on something that could've been, to the point that is lessens my enjoyment of actual released game. As for Exanima, I discovered the game recently enough for the wait to not become agonizing just yet. Plus there are other games with long update cycles I enjoy playing, like Starsector.
There is also the possibility of expanding the game post release with DLCs/expansions. And don't give me the "DLCs are always pure evil" bullshit, DLCs by honest developers are fine.
He mentioned the possibility of it, but only for SG. And it would not be usual modern DLCs, but more of old school expansions, aka addons.
I am still overall hopeful and Exanima is a game I deeply care for, but seeing the new glass material and procedural zombie skin decay bullshit makes me think that this feature creep is just a weird sense of procrastination.
Crystal material was created for new level, it doesn't seem like it took a long time to do because it was never mentioned or teased before, just shown already done. Rotten zombies are at this point several years old. Still not in the game precisely because a flavour thing like that is not essential and there is more important work to be done.
even if I have no doubt that what Madoc does is very complicated
Not only that there is also a matter of limited man power and resources, same as with every indie. I recently learned that there are only 3 developers working on the game full time, the rest are part-timers. Which also is a factor in development and its speed. For example, current update was delayed by several weeks because one team member had family issues that needed to be resolved and they couldn't do any work that was critical to further progress.