You see the exact same thing in the car industry actually, just look at Tesla. They promise affordable cars with self-driving and free fast-charging and then when the cars finally come out:
- Have to wait a year or two to get the base model
- "Full Self-Driving Capability" isn't what it says at all. As shown by multiple accidents where Tesla blames the user for not taking over for the system
- FSD ends up being a $10,000 upcharge for them to unlock the feature on your car
- Fast-charging use becomes rationed and charged
- Holy hell at the production and quality issues, especially at launch.
Now Tesla stock is worth 7X the combined value of GM and Ford. That definitely worked for them.
As for why that works, that's because people get hyped about tech bullshit before any independent validation can be done. It's the FOMO effect or whatever and lots of people just want to jump on any new tech train before it becomes commonplace so they can show it off to their friends.
You description of the No Man's Sky situation is very reductive, reducing the work done on the game since it's initial launch as "a bunch of updates" doesn't describe how far it's come. That game is in a far better now place then it was even initially advertised as. What you're basically saying is that if a developer fucks up then there's no point in trying to make the situation right because they should be tarred for life.
I think for the most part, these devs come in with pretty good intentions but maybe bite off more than they can chew and then get to the point where they have to kick the game out the door regardless due to the need to actually sell a product.
If this is enough to put people off them or their future projects then that's totally fair but it's also fine for people to keep tabs on the situation and adjust their perspective accordingly. Time will tell when it comes to Cyberpunk.
One person/game I notice being absent from the OP is Chris Roberts and Star Citizen. If you want to talk about snake oil salesmen then he's a good subject.
With NMS, they could have been transparent about what features are there at launch and what they'll work on as post-launch content. That's fine, it also kind of makes sense for a game with infinite exploration to have periodic content packs that add more depth to the core gameplay as time goes on.
I think the best case scenario is honestly something like Among Us, where word-of-mouth from impressions given by "real people" and not PR is what convinces people to try a game. Of course, that's sort of like aiming a rocket in the general direction of the moon (no pun intended) and hoping it lands correctly. You get a lot more attention paid to the fundamentals of how your game was designed when it's a journalist explaining it to readers versus the general public just installing a pre-launch demo on a whim and then enough people start talking about it to get a sizable group of gamers interested.
Ideally, you would always wait for a game to come out before getting hyped about it but that's unrealistic. People want to be able to discuss future games and the new concepts they're implementing. The car industry and the game industry both have a culture made up of nerds who just love to debate and compare things, for better or worse.
Maybe it would be good if devs took the discussion into a more technical path, explaining how they implement different features and the realities of the challenges they faced on the way to figuring out how to achieve a particular design goal. This could raise the level of discourse to something more empirical, get people hyped about studio's talent, and avoid just making everybody a jaded internet troll that hates everything unless it gets a final metacritic score of 90%.