That’s probably because 90% of CIG seems to be composed of artists. Which is fairly normal for AAA studios, to be fair. The problem is that AAA studios will have several games in various stages of development, so it makes sense for them to keep them on staff. Once the core features and services are completed by the development team, the artists go to work on content (including assets) on fleshing out game from the prototype assets used
As we’re often told, “CIG had to build the company first,” which makes having 90% of the company be artists kind of… premature. In fact, IME “games as service” typically have a much higher developer/artist ratio, as do games in early access/“playable alphas” (with the emphasis on playable), which makes CIGs ratio seem extremely wasteful, because all these on staff artists are working on assets that will need to be changed once the core of the game is finalized.