Transformer
Do the math. Save the world. — Mark Leon
It's an almost certainty that the people bringing you games are not in any way, shape, or form associated with the people working on FSD. It is also equally certain that the development times for these two flavors of work are WILDLY different. You are seeing more progress on the "fun" stuff simply because it is easier and faster than FSD work.
Hmm. These things aren't unconnected. The turn signal is connected to the fart app. The FSD visualization is connected to the rainbow road and the window positions. In safety critical systems, even the "fun" stuff has an impact, even if it doesn't introduce bugs, doesn't distract the driver, and doesn't add to the driver's cognitive and perceptual load.
Engineers, designers, and QA working on the games could do UI review of the rushed layout that moved safety indicators behind the driver's hand (Model 3) and made text harder to read. Both teams could help with usability testing and screen layout implementation before pushing out a release.
Engineers and designers working on the fun stuff are capable of adding safety features like displaying the side camera (instead of the fart) when the turn signal is on. Or features that aid the driver like displaying the battery charge % AND miles at the same time. Or often-requested features like displaying the album cover. Or high speed playback in the sentry-cam view. Or fill out the voice commands (e.g. a way to turn the A/C on/off without side effects) and document them all. (I'm not having a lot of success using voice commands with climate controls, phone calls, or USB audio playback.)
Management and release control have work to do for new fun stuff. I'd rather they put the time into driving features.