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I’m unfamiliar with software development output bottlencks and how they relate to artists. In your opinion, how could an increase in production artists not increase art production?

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The issue is you provide production/team lead more artists and they can dedicate them to cinematics, environment, character and costume design and have them improve and make the process behind the stuff that already exists better, or put them into a fan-requested feature that’s a potential time sink that won’t really gain them any subs.

Alternatively you can end up in a too many cooks situation. For instance if you have 30 new armour designs putting more than 30 artists on the task sees diminishing returns.

The financial side can also be an issue. If your budget equates to having 6 months for the next patch, hiring more people reduces the time available, but might not speed up the process significantly enough to make the effective time loss worth it.

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You’re right, I guess I wasn’t thinking it all the way through. Guess it’s up to SE to decide if they want to hire more artists and spend their time polishing bits of older content.

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