In short, don't show it off till it's done. If it's not done, don't show it at all. Once you show it, don't change it again, unless you're going to give the option to have both somehow. But how can they do that and invite observation and critical feedback to allow thumbs on the scale?

They have a nice sketch, but want to keep working it. Transfer paper that thing to the new canvas where they can work it up separately, rather than painting over the cool sketch. The sketch sometimes has that special something that can't be reproduced when overwrought.

Such a conundrum for a game of this sort.

The problem is setting up an expectation that something will be as it is, getting people to love it, then pulling the rug out. You can do that, but only if you first get everyone used to constant flux and transience and letting go. EA could have been that way, but it wasn't really. This is like Star Wars. Don't think it won't be, cause it will. Well ok, not quite like that. But if they're not careful it will alienate onw quarter to service another. They could learn from that I bet. About what happens anytime a change comes for a thing, once people dig it and buy in fully. How many directors cuts will there be? Some will want restoration. Some will want the new. How to decide what can change and what can't?

The best practice is to preserve the theatrical release in some fashion. DVD bonus feature basically? Are they going need the double disc gold box on this one? Too many people probably fell in love already hehe.

So tough. Very very tough. I feel for em, but also they need to be so selective now about what they revisit in an attempt to carry it off.

I think it can only be additive now, they can't substract or change. That must be quite paralyzing when deciding what to do with it.