I actually disagree that SC ever leveraged open development. Early videos were more theorycrafting and later stuff was more about maintaining confidence to keep the cash shop rolling (base game sales account for maybe 10-15% of their the money they get).
Something like Plan B: Terraform (you can literally discuss game mechanics, engine limitations, current features with devs on discord and steam) or Colony Survival do actually use open development.
That being said, while the title is a bit bombastic for my tastes, there is some interesting exploration of recent changes in CIG's video content strategy, that's why I decide to post this.
I think this could be interesting for non-sceptics as well.
This is a very good game. I generally prefer complex, simulation-focused management, city-builder and transportation games, but I enjoyed Minami Lane a lot.
There are times when I am looking for something that is a bit more laid back and doesn't require an initial ramp-up time investment.
For a new run for Transport Fever 2, I usually spend about an hour analyzing the map and trying to come up with a high level development plan and then I need another 30 min to setup a base early game foundation.
The payoff is that you get runs of ~100 hours and you get to develop insanely expansive (but efficient) logistics networks, citscapes and regional conglomoraitons. Some screenshots from the late game:
But there are other times when I am looking for a simpler (but also satisfying) experience that still has some management elements and player strategy.