. I'm blaming it on betatesters. If something is excessively dragged it's betatester's job to say "this part is boring!". Sadly, recent generation of betatesters are not betatesting anything but earning $ on twitch by streaming early game versions.
No. Betatesters are for this type of products backers, pledgers. That was one core of the motivations behind the whole crowdfunded movement: participating to elaborate the product.
Streamers might happen to be backers, and as such, have an access to early release versions. That said, the product must be mature enough to support their activity in streaming and the marketing going with it: streamers sell themselves being seen as having fun while playing a product.
Streamers played before others a very mature version of this product.
As to combat dragging on: the observation was made time ago now. UgoIgo is lenghty by nature, and it is also out of phase with the current level of technology.
To keep denying, UgoIgo products add lavish animations that load up the resolution time. Those lavish animations belong to a real time product as it can convey information about the ongoing fight. RT is a succession of adjustements.
UgoIgo, the result could be delivered just like that: validation of the option, result. No needs of an in between.
In this product, validation of the option, pause, lengthy animation (that brings no information), pause, result, snipets from characters, pause, hand given back to players.
All this because the technology of animation/voice over is available even though it brings nothing to UgoIgo.