The thing is unless you are a small shop like the Vlambeers of the world(rip) there's so much work to put together a game that clicks.
You have to trust that your art, animation, gameplay programmers, etc are experts in their own way and there's usually at least one or two people making sure those things are all coehesive.
Honestly that's the thing I think we lost in the 90s/00s was that the scope of a game was within the grasp of a team of 8-12 people. This is now making a resurgence in the indie space(latest example is Everspace 2 which just nails the feel of Freelancer and Escape Velocity).
You have to trust that your art, animation, gameplay programmers, etc are experts in their own way and there's usually at least one or two people making sure those things are all coehesive.
Honestly that's the thing I think we lost in the 90s/00s was that the scope of a game was within the grasp of a team of 8-12 people. This is now making a resurgence in the indie space(latest example is Everspace 2 which just nails the feel of Freelancer and Escape Velocity).