RIght but as jamesaguilar above said, content does. I imagine it's linear, as the increasing marginal communication cost of a large team is probably canceled out by increasing efficiency of toolchain and reuse of sub-components.
See, this comment is exactly what I think is wrong with programmers in general. We all spend much of our time learning all the nooks and crannies of software engineering and then we think we've reached some kind of enlightenment and that we all are unique snowflakes.
Seeing programming, which often is named as 'creative work' described as something that's harder to distribute among many people than crating an entire fucking island from scratch is just downright ridiculous.
Yes, programming is hard. Crating entire fucking worlds from scratch is even harder.
It's not a matter of "hardness" it's a matter of system interconnectedness. 10 programmers working for 10 hours creates far less value than 1 programmer working for 100, because the whole system is interconnected and they need to spend a lot of time making sure their parts line up with the rest. 10 artist working for 10 hours might be worth close to 1 artist working for 100 hours If the work is "make an area with trees, roads, and wildlife"
There are bits on the island that need to connect, like the literal roads. Conceptually the mission content needs to line up with the graphical content. But it's not as interconnected as a chunk of software is, and the marginal returns don't decrease as fast.
He's right though. As someone with 10+ years game industry experience it's obvious. You can't just add a bunch of programmers and finish your game faster because they don't scale up that way.
But if you have content, content is easy to split up. Instead of each designer doing X items, dungeons, neighborhoods, cars, whatever, they just do a fraction of X. It scales so much better.