Dead Comment
put your enemies' address as sender (not legal advice)
1. Recency bias & opportunity cost: When you're intentionally not working on a problem space given higher priorities, you still want to collect incoming feedback. This aids future work and if the feedback already exists, bump it up the priority list. When the team kicks off projects, you'll want to assemble as many data points and a core source will be scanning through your backlog.
2. Reactive development: If I chose to bypass the discipline of logging feedback (which I'd love to do from an energy conservation perspective), I'd find myself working on the most recent and lowest-hanging fruitful tasks, neglecting the broken windows that have long existed.
3. Team knowledgebase: If there's a single point of responsibility to collate feedback and deliver solutions, then I think the OP's point can stand as it's viscerally stored and probably just more efficient to have a fire and motion strategy.
When there's a team involved, there needs to be a shared corpus to asynchronously log and retrieve data points. Duplication is better than no data and can provide insights when written from different perspectives. There's no way about it, this backlog will quickly get big.
This can be taxing and messy but dealing with complex systems and people is messy. For well-oiled teams, it's necessary to have good housekeeping of your backlog. This includes archiving irrelevant tasks, de-duping tasks, regularly prioritising and ensuring you're making the best use of your tool.
What can be helpful for organization is to deem everything initially as "for consideration" and have a small "up next" & "bugs" column that should contain no more than 5 items each.
The tool itself is insignificant compared to good backlog maintenance.
What might be missing is a facade on top of your exhaustive backlog that surfaces comprehensible information that allows you to dive deeper (eg search, and see similar tickets) when necessary.
On the other hand, I'd like to point out that Twitch is still losing money so I wouldn't really call their business model "very viable". I'd say it's viable for the content creators, because there's very little risk in trying out Twitch streaming, sure the chances of making it big are insanely small but the worst case scenario is losing time and a relatively small amount of money on a PC setup + microphone and camera.
Patreon is a different beast but there's a caveat here as well. I don't have numbers so this is just my PoV but I'd guess that the vast majority of creators that use Patreon aren't hosting, sharing or creating mainly on Patreon. They're called YouTubers, streamers, bloggers for a reason. Sure they may share BtS or some other kind of additional content but it's not their main platform. So while the Patreon business model works it's not really comparable to Twitch or any other platform where you actually start and continue to create content and also get paid by.
- Twitch is losing money because the costs of running the platform are higher then the revenue
- Twitch is losing money because they're aggressively investing in growth
if you want to know about the viability of the concept, I'm not sure which one it is, video streaming and small payment processing could both be quite costly
But it is weird that we don't see better open source games, because good storytellers have no problems giving their work away for free. There is an overabundance of great writing on the internet. But taking a solid plot and turning it into a game engine just doesn't take.
I'll point at Return of the Obra Dinn as a nice example I played through recently. Very simple story (ship suffered a terrible fate), very simple mechanic (figure out who all the passengers were from visual clues). Individually all the ideas are so trivial it barely makes sense to talk about charging for them, and the engine isn't so amazing. But I've simply never seen an OSS game with that level of quality and storytelling. Which is actually highly weird given that I've seen both better quality storytelling and engines of similar or higher complexity made available as open source/free as a labour of love. There is something much more interesting than meets the eye going on in game development to do with the intersection of GUI complexity/difficulty of asset creation/stories.
https://en.wikipedia.org/wiki/Rai_stones
The first photo in Wikipedia is great. I wonder how often foreigners bought them and then lugged them back home to have in their garden.