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It reads like the objectives of the current Agile development methodology sprints.
I can't tell you your general speculation about the developer's vision, planning and organisation is wrong, because almost a decade spent getting to where the game is at qualifies as reasonable evidence for that speculation. But most of the time when people start getting more specific with their complaints about a developer it just reveals that person's lack of understanding about the realities of developing a game. A coherent vision is great, but it still has to be adaptable and communicating the balance of vision and adaptability is a challenge even within the development team, and almost impossible to communicate effectively to the general public.
If Taleworlds were simply botching up something that should be easy, someone else would have come and eaten their lunch by now. I've been on dev teams that were a bit sloppy, and still managed to produce successful games that nobody else was able to replicate a decade later. When you're creating something that is unique or rare, sometimes best practice is a burden and you have to be less efficient to create something special.
This is not a fanboi position. I think they can and should do better. But people's speculative complaints do frustrate me because I've seen the other side.
I program for a living (kernel mostly) so I know a thing or two about development.
My issue with this list is that it just seems hastily thrown together - similarly to how much of the game feels outside of the core engine. This list reminds of when an enthusiastic new developer posts their "plan" on r/gamedev or similar forums - it's a nice list but overly vague and often too ambitious. The devil is indeed in the details here.
Don't get me wrong, the engine itself is a *very* impressive piece of engineering - 1000s of soldiers in battles with minimal lag (on my system at least) is incredible. However, I am dismayed that after this long the gameplay features seem lackluster - especially after the many many dev blogs. What exactly were they developing outside of the engine and artwork? As it stands, we have many half-baked features and we are mostly getting "balancing" fixes. To me that reeks of no cohesive development plan outside of "we'd like features x,y, z at some point - let's try stuff until it works". That's not how experienced developers work. Hopefully I am wrong about TW because I'd like nothing more than see them succeed.