The Sims (the original version) started with around 4 developers during its first 6 or so years, and it took quite a long time to develop. And yes, the team was quite tight and focused, with excellent "high" quality communication (in that we smoked lots of weed together). More developers and artists and designers came in towards the end, after EA bought Maxis, but the original version had a much smaller team than any of the subsequent version.
It pains me to recall how crude and primitive it was even a year and a half before the release (check out the awful flamingo and telephone and fish tank graphics, not to mention the characters and animations themselves, like pot-bellied Archie Bunker always holding a cigar in his hand, and the naughty scenario description text @ 40:44) -- a whole lot of content and user interface and tuning was done at the very last moment:
The Sims Steering Committee - June 4 1998. A demo of an early pre-release version of The Sims for The Sims Steering Committee at EA, developed June 4 1998.
>Chris' honest analysis of how and why "the gameplay didn't come together until the months before the ship" is right on the mark, and that's the secret to the success of games like The Sims and SimCity.
>The essential element that was missing until the last minute was tuning: The approach to game design that Maxis brought to the table is called "Tuned Emergence" and "Design by Accretion". Before it was tuned, The Sims wasn't missing any structure or content, but it just wasn't balanced yet. But it's OK, because that's how it's supposed to work!
>In justifying their approach to The Sims, Maxis had to explain to EA that SimCity 2000 was not fun until 6 weeks before it shipped. But EA was not comfortable with that approach, which went against every rule in their play book. It required Will Wright's tremendous stamina to convince EA not to cancel The Sims, because according to EA's formula, it would never work.
>If a game isn't tuned, it's a drag, and you can't stand to play it for an hour. The Sims and SimCity were "designed by accretion": incrementally assembled together out of "a mass of separate components", like a planet forming out of a cloud of dust orbiting around star. They had to reach critical mass first, before they could even start down the road towards "Tuned Emergence", like life finally taking hold on the planet surface. Even then, they weren't fun until they were carefully tuned just before they shipped, like the renaissance of civilization suddenly developing science and technology. Before it was properly tuned, The Sims was called "the toilet game", for the obvious reason that there wasn't much else to do!
How long do you think it would take a 4-person dev team to build something the scope of Cyberpunk 2077?