Ain't the whole "game" like that? Many things were added just because of rule of cool. Actually the whole SC universe is nothing new or different than what we've already seen in another games or movies. They just copied lots of stuff "that works" from other movies and games and put it into SC. Went with the "proven formula" route.
The problem is that the formula he's going with is the one he knows, which is a “
movie formula”. Unfortunately, in the long time he was out of the industry, it was thoroughly proven that those formulas don't work for games. Especially not in mutiplayer games.
Especially especially not in
sandbox multiplayer games. He has yet to learn or understand this and instead keep thinking of it as a movie (even slipping up every now and then and calling it one) rather than as a modern game.
Hence why we have all these grand ideas and visuals, but no clear or cohesive gameplay loop to tie it together. Hence why they're spewing out graphical assets and dazzle reals, but with no concession to game mechanics or dynamics, or to how to tie it all together into a sensible… well, game. Hence why, 5 years in, they're still producing (and reproducing)
even more assets, but there are no design documents to be seen to explain what purpose any of it will actually serve — documents that rather have to exist from the very start to make any of the other elements possible or worth-while to produce.
And then there's the problem that, while they keep focusing on the facade rather than the foundation, that facade is slowly withering away too. The art direction is horribly bland, and Chris' polygon obsession cannot hide the fact that other games are already creeping up on them — even surpassing them — before they're even done… and those games use more intelligent techniques than just overloading the hardware with silly-res 3D and 2D assets, so they've got a lot more headroom to play with to make the actual game run properly. Sure, this latest bit of PR offers better character models than the disastrous Morrow tour, but they're still behind the curve, and with all the
actual game CIG still has to make, there's a distinct chance that they simply won't catch up.
You do have a point because not because "SC has a lot of offices" but because they have offices in different time zones.
They have 2 main studios in the US (LA & Texas) and another 2 in Europe (UK & GER). So that allows them for an almost 24h ongoing development cycle, yes there are/were surely a lot of communication hurdles that they have/had to overcome, but with that oiled up and with the experience they keep getting it only gets better with time.
That doesn't matter, you know. It's still only 8h/day/dev, and them working at different hours does not mean that there are suddenly more hours. Your logic doesn't work — in fact, the whole point of Brook's Law is that it doesn't work. The development stops when the developer goes home, and he can't offload the task to another one because there are discrete and largely untransferrable chunks of work that need to be done (ok, technically, Brook states that the task switching itself is what eats up any perceived benefit and then some, but the result is the same).
Oh, and even if it worked that way, they still only get 16 or 17 hours between those locales… even less in practice since the bulk of it is done at the UK and GE offices.