>>724918835
Modern game development is hamstrung by management. The strategy they employ nowadays is that people with competency are assigned a section of the game to work on, get it up to a ""passable"" level, and then are scooted along to the next section while their work gets finished by ""contracted support studios"" (i.e. jeets)
Before, even when deadlines were brutal and devs were still not being supported, they were at least left to actually spend more time with the game they were developing. Now, it's by design that they're not left with their work long enough to pay attention to it. The more a work gets tied to one person, the less replaceable they are, and it has the added bonus that they much more quickly get something broken the publisher can put out and then patch later, to look good on their fiscal year.