If they let some rando give them a deadline they'll get harrassed to hell and back by everyone else demanding constant updates and releases.
Oh, I agree. That's why I didn't do this 3 months ago. I really hoped I didn't have to. I'm aware that I'm a jerk for doing this.
Have you ever worked on a "just for fun" project as large as this? It quickly stops being fun once you stop working on the exciting, big picture features and have to do the 99% of the inbetween stuff.
I have. This is why I know the importance of deadlines. The deadlines make the boring parts fun. Now, it's a challenge, a goal. You get a sense of accomplishment more often. It also makes you feel more alive. I don't know how to describe it. Do you know that feeling when you watch a scary movie, and you're suddenly more aware of the world around you? Deadlines (when used properly) invoke those same feelings (to a lesser degree). Working at max capacity will also create a state of "flow", and the deadline forces you to work at max capacity for a short time. It can't be explained, it can only be felt.
Work is work and work is exhausting and we don't know anything about their other life commitments, we have no idea how much time in a given day or week they actually have to split between a hobby project and just having free time.
Further, pulling out a date out of thin air and demanding 4x the content of the previous demo be done in two months is ridiculous, when they already have to rewrite the intro for Ethan's and others' routes. You have no idea the current state of the project and if that 'deadline' is remotely feasible.
That's true. I don't know their life commitments. I gave them (assuming they waited for SGDQ to end before working, and using today as a recovery day) 62 days. According to the credits page, we have 6 writers (VisualJae, dmjh93, Skye, Soundwave, ScottpilgramFMAB, and Kranyak... although I'm not going to count dmjh93 because they'll have to split their focus with other aspects of the game), and 2 coders (gouki, and Steve). Assuming people work an hour a day on this (on average), that's 310 hours of work on story boarding/writing, and 124 hours of coding by the deadline. Don't forget, a "month's worth of content" doesn't have to be that much. They don't need to script every hour, or even every class. You can have days of unused "free exploration" events that could have been missed (If you go to the pool on one day, you didn't go to the library. On another day, the library event can be recycled, and the pool be closed in the demo). I'm not suggesting that it will be easy, but it won't be insurmountable. In 300 hours, you can learn enough to become a level 1 CFA, and qualify for a job that pays 60k a year. 300 hours is not too unreasonable.
It doesn't have to be perfect, they can always fix things later. If they can't fit in Ethan right now, they don't have to. If they write something that doesn't quite make sense, that's ok. If the battle system has a bug, it's not the end of the world. The point is to do something, and not nothing. The longer they wait before releasing anything, the higher our expectations will be, and the less likely that they'll be able to meet our expectations. And that will kill the project.
It's the sort of thing that eats away at your resolve, until you know there's nothing you can do to please people, and then you can't be motivated to work (I strongly suspect this is what happened in 2017, and 2018). However, if everyone knows that the devs only had 2 months to make things work, we'll lower our expectations
, and be happy if anything is released in such a short period of time.
(Besides, less than two weeks ago the lead writer/artist announced his intention to get some progress done)
I'll believe that when I see it. I'll keep a twitch tab open for you dmjh93.