Oh yeah, this is genius level analysis right here.
Themepark versus Sandbox
First, different MMO’s require different amount of work, and theme park style content is generally regarded in the industry as requiring more work (and it’s why some MMO’s do a lot of recycling in order to create new content). Now, I know Star Citizen features sandbox UPvP; so, it’s not a pure them park MMO. However, it does (or had) theme park style content such as the campaign. So, it has/had more labor intensive content in it.
Scope/Feature Creep
Star Citizen has/had more types of game play / game modes (i.e. ship game play and a FPS shooter, campaign and an open world sandbox).
Graphics
The amount of work you can poor into graphics can vary dramatically, and Chris Roberts has placed an extremely high priority on high quality, realistic graphics. Without even seeing a breakdown of each studio’s staff, I’m willing to bet a significant difference in staffing sizes can be found in the graphics department. Of course, Star Citizens graphics and aesthetics are both really good, but graphics do not a game make.
Immersion
Star citizen has ship interiors and massive cities, both of which require a ton of extra work.
Redoing stuff
Correct me if I’m wrong, but hasn’t Star Citizen been in development so long that they’re redoing assets? Oh, and I’m sure it’s no big deal. But, in the interest of completeness, I thought I’d mention the fact that THEY HAD TO CHANGE ■■■■■■■GAME ENGINES. So, idk, but I’m thinking that kind of stuff will create a bunch of extra work.
Efficiency
Productivity can vary between studios and over time. Easy to use tools, familiarity with the tools/engine, optimized work flows, cohesive teams, a clear direction, good morale, and adequate rest all contribute to high productivity. While having to learn new tools/engines, tools that seemingly fight you, unoptimized work flows of inexperienced/mismanaged studios, teams not working together, the need to scrap content because it does fit with the game, or fails to meet quality standards, terrible employee morale, and burnout all contribute to a lot of wasted effort. So, you can’t just say more people = more content, because that’s demonstrably untrue. Some studios are more than capable of delivering more with less, while some bloated teams have failed to deliver anything at all.
Conclusion
You can not compare the team sizes of any two video games, and assume that one is understaffed because it has less people. Even if the games were exactly the same (i.e. genre, scope, graphics), which is a big, big “if”, there’s still the possibility that the discrepancy isn’t due to one team being understaffed, but the other team being inefficient and bloated. Speaking of which, isn’t Chris Roberts known for a being a creative type person with extremely large ambitions and terrible project management skills?
Afterthought
Now, smooth brain analysis aside, I wouldn’t be surprised if they have some internal issues that are hurting productivity. I mean, humans are notoriously bad at estimating how much work is required to do stuff (see the planning fallacy), and most of us are at the peak of Mount Stupid when it comes to game design, buuuyuuut, it isn’t exactly like CCP has been wowing with what they’ve been delivering with the team size that they do have. Of course, they’ve also said that they’ve developed better tools that will make it easier for them to make content moving forward (i.e. tournament and live event tools). So, that does help to explain where at least some of their effort went. But I wouldn’t go so far as to say there are no issues in that studio that need addressing.