"Your assumption that game development is inherently difficult simply because few people do it properly is flawed. The challenge isn't in creating a story it's in execution. When you claim things "always fail" and are "never ready on time," that reflects either developer laziness or misplaced priorities. If a project isn't financially viable, why continue? Either develop it properly as a passion project or don't do it at all.
Regarding alpha status: that's a developer's choice, not an excuse. Releasing unfinished work invites criticism - if you build a house with weak walls, don't be surprised when people refuse to live in it. Players aren't obligated to tolerate poor quality simply because you labeled it "alpha." Either make it truly ready before release, or accept that people will judge it as they find it.
Your example of following versions proves nothing. Superficial changes like sprites and dialogue tweaks don't address fundamental design flaws. Many "features" in early versions often turn out to be useless gimmicks that add no real gameplay value - like giving characters unnecessary abilities that serve no purpose i mean you can't use them anyway.
Development strategy matters. You don't build a shaky foundation and hope to fix it later, If your house’s foundation is cracked, you fix it before adding floors. Address core issues early, before player frustration makes continuation pointless. If financial realities or negative feedback demotivate you, that's the consequence of poor planning, not some inherent difficulty in game development itself.
The market has no patience for perpetually unfinished work. Either create something complete and worthwhile, or don't expect players to fund your learning process."