I have a ton of friends in the industry. Koderz and I both live in Raleigh NC and know quite a few people at Epic Games and RedStorm here. I also know people at basically every other well known studio (CCP/Bungie/Blizzard/Bohemia etc ) and also others near the industry like ILM/Autodesk and companies you likely use their products in your work like GitHub/Atlassian. I currently work in the industry, so does Koderz.I've worked with a few game companies, have consulted for many more and have many friends in the industry, I've never seen it work like that The base of the game is quite solid, we've always maintained it. In almost all game companies, especially the larger ones, feature development is first, bugs and performance overhauls usually come in late alpha and beta. Sure, you need a solid foundation first, which is what we worked on for the first few years of SM development, as well as the many years of work to create the in-house engine we use. You'll find our recent update isn't a rework/redesign of the engine or overhaul of the game, it's simply massive bug cleaning. The fact that we've scheduled most bugfixes/cleanup for late alpha/beta isn't news, we've been very transparent about this from the very beginning. I can't think of any game I've seen/been involved with that's done otherwise.
I've seen internal workings of AAA companies, mid-tiers and indies. I know of and am quite close to people who work in all spectrums of the industry. In fact, Schine is part of a couple of game studio programs. If you work (or have worked) in the industry, I'll be happy to listen to how you've seen it work, I just have never seen it work as you've described. I suggest contacting me via PM or Skype (I believe you have my details already), send your credentials, and we can discuss the inner workings of game companies. There's always something to learn.
Now I never said you should do all of it as you go along, only that you don't put it all off to the end. As for having a solid core, I would have to agree/disagree with that. When we played and ran RS, there were a litany of core networking issues, collision issues (pretty sure these still mostly exist), and don't get me started on the file storage and database. I also never said you were completely redesigning the internals of the engine, I was giving an example.
If the companies you've worked for haven't done bugs as they move along, and at minimum kept an eye on obvious performance problems then they're companies I wouldn't want to work for. Code built on a bug is inherently bugged so when you come back later and fix the underlying bug you run the risk of completely breaking the parts on top of it so waiting until the end for all bugs is a horrible idea. Obviously there's a big push for bugs and late performance improvements but they need to be handled to a degree all throughout the process, which is what we had a problem with. Continually adding features and degrading stability/performance, especially to near unplayable levels, actually ends up slowing you down as well as annoying the players when it's in an open state like this.
I don't have your Skype, Koderz might.