Target 30 layers and release only 20 is fine for me when the max I can find in others game released is only 10.
Only the scenario I'm suggesting is that they could easily end up with '10 layers', with those layers being patched together as a last ditch solution, rather than targeted to work in concert from the start. Which would be worse. (And they could also end up with less still, if they can't get those layers to cohere at all).
The time to be happy with the final game (which has 'twice' what any other game can provide) is when it actually exists...
??? Wave of resignations/suicides at CIG ? Can you give more details ?
For what I know, a lot of devs are pretty happy to work at CIG.
Did I say that? No, I said being ground down. By being given impossible targets on the engineering and design side, and seeing their work constantly binned on the art side.
Pretty sure I've pointed you to these historic examples before, but honestly all anyone needs to do is read the Jennison letter to understand the key self-destructive practices at play within CIG:
On the more speculative end, there's suggestive colour to be found in the excellent
Kotaku journalism of the 2016 period. Chris's proud habit of kicking out experienced devs who say no to him suggests that those who prosper at CIG will be experienced 'yes men', and the young and naive.
You only have to look at the
meteoric rise of some young inexperienced devs into senior roles, and their
downstream concern about burn out, to fear what Chris's 'give impossible targets to willing participants' approach will be doing to the more naive end of that scale.
But purely as a point of principle, what Chris is trying to achieve here is impossible:
"We’re trying to do something that has the fidelity that you see in The Order, or has the fidelity you see in a first-person shooter but has multiplayer online and this huge universe and I absolutely, to the very fibre of my being, know it can happen".
There's a reason why MMOs don't have the visual and interactive qualities of a single player game. There's a reason why games which achieve scale make compromises on detail. (And lord knows there are reasons why most game studios recognise that: To achieve a simulacrum of a world, you don't replicate all of its working systems. You cheat wherever you can, and pick your battles on the rest. Chris doesn't seem to understand this either, going by his statements over the years.)
He absolutely will burnout devs, and burn through dev, entirely needlessly by endlessly trying to achieve his impossible aims.