Then again, the older I get, the more I think the same should apply to developers. You should never lock knowledge inside one person's head, but the idea that you can take over a project without its original creators doing a years long hand off is naive, and leads to all the expected pathologies.
I remember a new $250k CTO saying he was amazed our code didn't have abandoned parts nobody wanted to touch ... this is how professionals are supposed to work, not something they discover "late" in their career.
It's actually really common. Most games take years to make and in my experience at least it's very unusual to ship with the same team that started. Art is also the side of things that most readily gets outsourced, either through bought and modified assets or through freelancers and outsourcing companies. Maintaining consistency is something that has to be managed.
You're saying this like this was one of his design goals from the very beginning when he started 25 years ago. No, it's become a requirement because of how unreliable freelancers can be and how difficult it is to find a replacement that is able or willing to stick to the previous style. Thus generic fantasy stuff has become his solution to this issue that is unavoidable, regardless of whether people agree with him or not.
I mean the guy seems incapable of comprehending style if this is what he's putting out 25 years in.
I see all this criticism here and I don't see any real solutions that would, on a realistic, concrete level, help him in any way improve his business.
It looks worse than his previous games, so he's gotten worse with time.