Anyway, my point is, game development can be troubling without actual focus to finishing the game to their original vision, sequels that do carry on that vision, commitment, & keeping people informed time to time, not less. Too much radio silence in the game dev workline can bring mistrust and anger to fans that have been waiting too long for even one game to be finished.
There are words a famous dev said, besides what has been said before a lot, "We don't usually keep set release dates. A delayed game is eventually good..."(if enough people are onboard to actually help finish with little interference) "...but a rushed game is forever bad.". Those words are really this, "If you believe in your idea, and that it's something people will want, then all that remains is for you to polish and raise it to a sufficient level of quality. So no matter how talented of a staff you've been blessed with, if you don't have a clear direction for your idea, I don't think a good game will come out of it." Also, that dev said this relating to such concerns I've had, "Each staff member should contribute to the overall product and that the lead should keep everyone on course and hold on to that initial vision".
Such wise words to adhere by. I'm sure you know who said those words.
To be brief, to have a complete game with a good, and absolute, finished story, not splintered, have enough people onboard and keep them on course to the game's initial vision, and the sequels that continue that vision on, and focus on finishing it to the very end before focusing on anything else, never to veer away to do other games back and forth constantly, even with very little people brought in, and do it while the opportunity is present before people lose interest in it to achieve enough attention.
Any of you that delved into game development, past and present, should definitely listen to those words, then you'll have great games of great quality and finished promises. But don't go overpromising what can't be done ambitiously, nor underpromise. Try to make and meet your middle ground in completing such promises to have such a great game anyone can play. Single player games can be done really quick, but multiplayer games can take quite longer, even by implementing online play. At least have a single player game with multiplayer content in it be done on the local level.
If DLC can be made, have it planned, developed, and finished to the very end. Make sure patches that are efficient in keeping the game actually better do not veer into the opposite by actually fixing problems that people report, big and small. Cosmetics are neat, but don't go for too much at launch. Save plenty in later patches once launched. And don't exhibit toxic behavior to your teams & your fans, not even trying to follow such small, pointless trends outside game development. Those can actually splinter your focus, team unity, & hinder your progress being game devs, you know. Even more, do it before your opportunity windows close. Doing it nearly too late can splinter your game's attention to the people, even those who have been waiting too long.
Those are what I have to say about the concerns about the present state about gaming and game development. If some of you are reading this post & have heard a few words about this before, then I'm sure you know what I'm getting at in the big picture, here.