Taylorism design. Obsidians at work. "Everyone has a function. They are very efficient!"
What allows them to make complex cRPGs really fast is the same checklist design that makes their games suck in the first place. They could be called “Taylorism Entertainment”, because their games are created on assembly lines. The producer, artists, programmers, level designers, writers, which working furiously in their particular roles to ensure a bland and massive disjointed game. That’s why you shouldn’t lose any sleep expecting any progress in the encounter design, because the worker who did this job, just made what he was told, i.e., place a bunch of enemies on this area to fill the map. The real decline is no the absence of cRPGs of yore due to lack of funding, but the belief that a superficial checklist design made by people with such disdain for traditional cRPGs can be a substitute for the real article.