I think you need to read that or other articles again. Toady has said repeatedly he doesn't want to get involved in managing other people etc. You might not agree with that, but this isn't some snap decision, DF has been in development for a looong time and Toady and Threetoe have had a long time to think about this.
Thanks for responding.
I believe that you think this is true, but without some evidence I am not convinced. I googled around a bit, and searched the past 2 years worth of Toady's posts for discussions of managing people, and found nothing other than people who aren't Toady describing what he wants or doesn't want in managing the project. The one thing I did find was Toady saying in DF Talk #10 that a particular development task (adding glyphs I think) is difficult when you don't have an employee that you can employ for several years, or that will stick with the project. One of the things that makes people stick with projects is having some guaranteed funding to pay them. If the funding numbers that are posted are accurate (and I have no reason to believe that they aren't) then at least one reason he isn't bringing on paid programming help is that the revenue won't permit it.
But, even if you are right, none of this stuff is really interesting or relevant to the topic I was trying to discuss with the post: a) wouldn't it be cool if development happened faster; b) here are two ways that development could happen faster; c) What are people's thoughts on those mechanisms?
So far (before the 2nd half of your post) all the responses have basically been that it is sacrilegious to suggest something new and/or that Toady hasn't previously blessed, which just doesn't make for a very interesting discussion. In the 2nd half of your post though, you actually gave some thoughts on the mechanism (e.g. that it would be bad), which I appreciate and will respond to in kind!
Making concessions to fans for features is completely different from changing a development practice that has worked for years.
Cool. So, I think that it is necessary to take into account that the project is always growing, and ask whether the support structure is also growing. A development methodology that works for years while a project is in its early stages is not necessarily one that will work later when the codebase is 2x or 3x or 4x the size it used to be. Though I understand your point that there is something to be said for not changing what is working; there is certainly always room to examine what is being done and ask if improvements can be made? I don't think anyone is claiming that this is the best of all possible development processes.
Take a look at the cataclysm DDA kickstarter... Different circumstances sure, but management and reliability are huge issues that constantly arise in these kinds on endeavours, and have done so before in DF. Would you really want Toady to stop programming and start puppeteering programmers? You need to more fully consider the real world implications of what you're talking about.
To respond to your points here in reverse order: I agree, and likewise I believe that there are some important real world considerations that the community might want to think about in terms of possibly stepping up support. One of them is, for those who would like to see the game get more polished (fewer bugs, better interface, etc.) how quickly is that likely to happen? Maybe this isn't important for some players who don't mind bugs and don't need menus with consistent UI grammar. And, to be clear, I like the game as is. But that is a different thing from saying it can't be improved.
Another is, these guys are getting written up in the New York Times, and flying to Iceland, and getting feted and courted by big studios and so on. Making $3k - $5k per month is going to get old after a while. Perhaps the community could just think a little bit about some ways to incentivize them to stick with DF.
Perhaps without a serious discussion and proposal re: crowdfunding, Bay12 think that the current level of support is the best that the community can do. But what if a better deal comes along? I know I know, they said they wouldn't. But there is a lot of money at stake, and these guys are regular people, and it is crazy to rule out the possibility. If the community could get its act together and put together some sort of serious crowd-funding / community funding proposal, maybe they wouldn't need to go outside the community for support.
And (in my humble opinion), Yes, I definitely would want Toady to stop programming (as much) . . . IF, as a result, he spent more time game-designing, and the things he designs made their way into released versions of the game quicker. Maybe that means, Toady designs something and then roughs out a feature, but leaves it to other programmers to work the bugs out, do all the menus, etc. Maybe that means, Toady does all the first pass programming and the new guy just fixes bugs. There are a lot of ways to integrate new members into a team.
Basically, I think it is a win for the players-of-the-game anytime hours that Toady is currently spending doing non-unique work (e.g. fixing bugs, transforming designs into code, etc.) get turned into hours that Toady spends doing something that is unique and special coming from him (e.g. designing a new cool combat thing, or whatever - something creative).
As to management and so on, sure, those are issues in any organization. I don't think it is reasonable though to think that the answer to management issues is to not manage people. Certainly it is an option, and it appears to have gotten them to where they are now. But once again, is it unreasonable to think about improvements? Is the current state sustainable?