Ranger-=VuP=-
Veteran XV
While shitty, I can understand why a company would do this. Unless the studio already had another game planned, what could they possibly need the workforce used to create an entire game for, after release? You don't need that many people for DLC and patching...
again, very shitty. but i can see the reasoning.
That's pretty much it. Not speaking for R* here, but for the industry in general - most 'AAA' games have a pretty long dev cycle (RDR was ~5 years). As you get closer to your ship date deadlines get tighter, money gets tighter, and there's a lot of pressure to finish the game (this is why ppl crunch). Even at a company like R* or Blizzard or Valve, where you can afford to let dates slip, there's still a lot of pressure to just finish the fucking game already. To help do that they ramp up team size and get more and more people working on the project.
In addition to that, there's a lot of work that's done in the last half of the project that just isn't possible in the first half. Level designers don't have anything to do if the level building tool isn't made yet, and the level building tool can't be made until there's a semblance of a working game engine, etc, etc. All of that takes time. Not to mention iterating, testing, adjusting, bug fixing, etc. Making games that are as expansive (and costly) as they are today takes a lot of people a lot of time, and the bulk of the work that the end-user actually sees is done later in the project.