But they didn't get replaced though? Not all anyway.Because of the way he frames his story. For example, saying 70% of the staff that worked on Prey have left has a hell of a lot more impact than saying 70% of the devs have been replaced over the past six years. That's really not a big deal at all considering the amount of turnover in the industry. But he way of telling gets attention and folks will repeat it as truth. I don't trust journalists like this.
lol.....is that what I said really means? That's pretty funny.
Studio count was about 150 in 2020, and the article says less than 100 currently(I'm finding it a bit difficult to get accurate information about employee count atm). It was also comparing it to studios that actually manage large GAAS that are similar to it like Bungie with hundreds of staff on hand. I think Rainbow Six Siege started with 150, but I have no idea how much it expanded to, Ubisoft Montreal has over a 1000 employees.
But then you'd have to consider key personnel leaving which you may not actually be able to 'replace'. So I think it'd be: Migration of talent. Not enough devs to balance that loss of talent. Not enough time to get the new devs up to speed.
But I suppose it would also depend on the talent they hired and the scope of the project and how much they had to peel back.