I'm more interested in what type of game are you making? What is this beast that takes +6 years of development to an already existing 1.5 years?
6 years are not an unreasonable estimate for a lone wolf part time even IF the game is actually quite small.
Don't forget the economics of scale. If a team of 4 would spend 6 months on a game, a single lone wolf dev will spend more than 6 months * 4 on it, because he cannot specialize (lets say 3 years).
If the lone wolf dev now works part time (the TO said he spends above average time on it, lets make it about 20 hours or about half the normal work week of a fulltime dev), that 3 years double to 6 years.
Even IF the dev can save time with outsourcing work, he will spend the time he saved in marketing and business topics. And then some more.
How big a game can a team of 4 produce in 6 months? Not going to be anywhere near AAA. Even the "No mans sky" crew, which cut corners extensively with procedural generation and a non-realistic art style, was 10-15 people strong and spent quite some years on the game.
A lone wolf dev talking about 6 years just means reasonable estimates, and a not too small scope (nowhere near big, mind you).
Is it a good idea to work so long on a single project? Maybe not, on the other hand, some others spent more than ten years on theirs and happened to release it to quite some success, so it can work out.
Thanks for your reply! Good information on realizing development time.
Right now I have a reasonable framework going so there is some amount of pressure removed. If I got tired of this idea, I could back down to something much more simple. In another few months I'm going to leave it "open" on the web with it's limited features, and maybe blog about it. Maybe I'll generate some interest that will turn into help.