And also at some point I wanted to create thread about how I noticed that in last few years games I played, and to talk more precisely games I liked - all of them were creation of small teams, like Age of Decadence, Underrail, Serpent in the Staglands, all roguelikes like ToME4, DCSS, Elona+, Caves of Qud.
Small team = low financial pressure, higher degree of freedom.
Just think about that not in terms of genre, but how many people were involved in creation of games you like.
I made the same point in an old interview:
1994: It took 7 people to make X-COM: UFO Defense. Two guys who did both design and programming, 2 artists, 2 music/sound guys and a project manager.
1996: It took over 30 people to make a “more of the same” sequel. Now we have 4 assistant producers, 12 artists, 6 level designers, etc.
1997, XCOM: Apocalypse, a game that kinda sucked. Over 50 people team. 5 sound guys. 21 artists. An army of level designers. We even have a brand manager now. Good times are about to roll.
2001: X-COM: Enforcer or Say Goodbye to the Series. Great job managing the brand, assholes.