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I don't mind the wait, I just wish they gave updates or something.
Maybe production hell is going on inside.
Maybe the publisher, if there is one, makes changes all the time.
Maybe they sit around and smoke weed instead of working.
Unknown.
All we can do is wait.
It's not a big studio. Compare the extent and quality of Hollow Knight with titles from big companies. I think for such a small team they made way better than many bigger studios with higher budgets. You can expect it will take some time to make a game like this.
It's hard to get up every day and work at it when you wake up in luxury and success. Many people's true goal is really to reach financial freedom and success, and art creation a means. They themselves may not even realise it, but they will make choices according to their need. So once they already got the money and recognition, there's no more reason to go further or try harder and motivation fades. Only those whose goal itself is to create will continue on despite their success.
Creatives are still human, sometimes they just want to take it easy especially for popular ones since they certainly can afford it.
Then again, The Winds of Winter is not a comparison, since Silksong is only in development for like 6 years. A bit on the long end, but certainly not development hell just yet.
We can panic and cry about Silksong being the second coming of The Winds of Winter when it's past the 8 to 10 year mark.
winds of winter AND a dream of spring dont work with your example. george has released several books, wrote the lore for elden ring, AND directed a ♥♥♥♥♥♥♥ movie in the last decade. the absence of the last 2 a song of ice and fire books isnt due to laziness born from success but something else
I think it’s worth pointing out that in the first game, the character was pretty rigid. When it came to the charms system, most of the options available were essentially parameter modifiers, ie things that changed one number to a different number, like the number of masks of health, the amount of damage the nail deals, how many pixels wide a spell was. With a generous handful of exceptions - Baldur’s Shell, Dreamshield, the minion buddies, etc. - you couldn't change the Knight’s abilities too heavily in the sense of making him play like a different character entirely.
The crests and tools we’ve seen in Silksong are a more sophisticated system than the charms, in my opinion. Hornet is able to be given lots of different weapons and consumables to use in combat, like throwing daggers, a bomb, a buzzsaw, that Lifeblood syringe thing. In addition, she may also have the capacity to acquire new movement tech with this system, including interactions with specific tools that grant bonus effects, like how she can throw down those spike balls in the air and dive-strike off them to gain height.
The point is: Hornet’s tools system is potentially far more challenging to both design and balance. It takes considerably more effort to come up with brand new types of equipment than it does to make charms like Steady Body, which just turns off one mechanic, the knockback from striking enemies / hazards. And it seems like those ideas are more central to this new system, as in I don’t think we’ll have that many “value change” type of tools. But not only that, the chance of players being able to use these tools for mobility purposes is a very risky endeavor for a metroidvania, where most progression gating is done through limiting and pacing out movement upgrades. If a player can utilize an object acquired through a tool and reach an area they don’t yet have access to by normal means, that could lead to tons of accidental soft locks. I think this is the reason you typically don’t see metroidvania protagonists having a lot of character customization in gameplay.
I get this feeling that Silksong is going to boast a level of player freedom that few games in the genre have attempted before, and I think the cost for that freedom is a game that requires an immense amount of brainstorming ideas and testing them rigorously throughout the whole experience. This is what I believe to make up at least one part of Silksong’s long development cycle. There’s also many other factors like new mechanics or gameplay systems (crafting / questing), along with Team Cherry planning Silksong as a multi-platform release instead of just releasing on PC, like they did with the first game.