oh? could you please elaborate on that? rather interested in how that would work. why exactly would release screw up bug fixing by up to a year and a half?. you would use the same distribution channels as you did for getting the game to the consumers, would you not? (ie the internet[the only people affected would be those without internet...in which a year or more would be irrelevant as they never would be able to get the patch either way])
Before the game goes to Microsoft and Sony, we can basically do whatever we want with it (though we still need to pass their certification process). Patching involves a much more thorough process including (but not limited to) things like size restrictions, what things are allowed to be changed, as well as a limit on the total number of patches that can actually be deployed (although Sony doesn't do this, they just charge us for the bandwidth).
I can't speak for the specifics of the timelines John detailed, but pre-release we have more flexibility because there's no such thing as a baseline release that we need to strongly adhere to. So, for example, if we notice a bug in the save game system and we need to change it which will invalidate all of the older saves, we can do that. Sony and Microsoft aren't as keen on letting us do that to a shipped game because it'll only (rightly) make people very unhappy. So now we're engineering creative workarounds and basically trying to find a way to remotely deploy fixes that otherwise would have just been obliterated (though still in source control) in the office.
Note that "bug in the save game system" is pretty nebulous, but with as much game data as we have changes that come to it are always a risk for saved games since the data it was saving may no longer be valid in any way.