Well first, it's not a gimmick. It's a design choice so they don't need to use cutscenes. It may or may not have to do with space, I don't know.
It will be an excellent feature id they iron it out though (really, the animations-which simballer admitted they didn't get into as deep as they plan to for the future-are the only thing holding it back).
Also, you can't equate a poor product solely to laziness. Is it a factor in some cases, sure. They have serious QA issues, on that we agree. QA is not a function of the developers "caring" though as they aren't necessarily the ones testing the porduct in that regard.
I'll steal from the SCEA devs for this, but I remember one of them describing the reason they need precise details to replicate a bug. They are not viewing the "end item" when building/tweaking the game. They are looking at the code, primarily.
This means that what might seem fine to them won't translate as well initially. That's not to say they don't fire it up and can't catch it. It just means there is a lot to the process and it's easy to be deep enough into what you're building to miss it's outer flaws.
That's the whole function of a QA department. They are supposed to be there with the sole purpose to be a second set of eyes to produce a better end item. So when the developer misses it because he's so deep into things, QA can catch what he misses.
I agree that their QA is abysmal. I also agree (with whomever said it) that their marketing is a joke as well. That's what I mean about the separate argument though. Effort or "caring" by the developers and poor QA processes are not the same issue.
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