Some of the grander ideas are yet to come to fruition, hampered by a tendency to allow the team to shrink rather than back fill positions. The management is risk averse and tends to favor a more fast-following derivative approach to design. There is a fear of hiring artists and a lack of understanding on how important art is to make a game successful. Decisions seem to be based on more on budgetary concerns rather than what will make the game successful. Marketing spend is very minimal. The idea that utility token can somehow fund the viral marketing effort is yet to bear fruit. Raises are rare, even for cost of living, though the pay is competitive.