Baldur's Gate - During this time, BioWare's team of just 25 people worked to create a game based on the rules of the tabletop RPG Dungeons & Dragons. The team faced a number of challenges, including the need to develop a new game engine, the Infinity Engine, which would allow for the creation of games with three-dimensional graphics.
Planescape: Torment - According to various sources, approximately 35-40 people worked on the game. This includes programmers, designers, artists, cleaners, composers, and writers.
Disco Elysium - According to various sources, about 20 people worked on Disco Elysium. This includes programmers, designers, artists, cleaners, composers, and writers.
Robert Kurwitz - lead writer and designer
Alexander Schulz - Technical Director
Mihkel Pärt - Composer
Ultima VII: The Black Gate - the exact number is unknown.
Ultima VII: Part Two: Serpent Isle - exact number unknown.
Ultima Underworld: The Stygian Abyss employed about 20 people. This includes programmers, designers, artists, cleaners, composers, and writers.
Ultima Underworld II: Labyrinth of Worlds employed about 20 people. This includes programmers, designers, artists, cleaners, composers, and writers.
And we're talking about composers, animators, concept-artists, and programmers. I think we agree here that in terms of complexity of development, code, animation and 3D programming, SoC is easier?