Actually, this is true for most non-hobbyist games. Tedious scripting and UI content (not design) are the tasks that will take most of development time, even though their contribution to the game overall will be less visible.
Pareto principle applies here: you will spend around 80% of development time on stuff that roughly attributes to 20% of overall impact in the game.
It is common that by the final release, you will find the game you've worked on non-enjoyable because you've run and played it so many times.
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