the problem of game is game itself, not assets. how do you hunt down bug with wall clipping and the like, how does it feel to parry a strike (tight/not tight), is the floating feeling there. with propagation of slop, unique art styles will be the differentiating factor or gameplay. (does prices of farm upgrade make a tiny bit of sense in the road of addiction?)
or same as mobile games - giant pr budget, the market that was sloppified by clones from the get-go.
assets will jump in quality, you can even now take an image into textured 3d model instead of fumbling with steam shop (but ironically that would take more effort, become steam shop asset seller now, fellow hexbear).
the big software companies are largely cloud revenue and ad dependent, they don't give a shit that adobe will get one shot by its vibe twin.