This sounds much like the same malady that has befallen movie production, and to some extent illustration and music.
The kind of artistic result achieved with true "do everything in triplicate" drafting and capturing one good performance, has fallen by the wayside when everything changes at the last moment. Movie budgets have become dominated with post-production, even when they make the effort to record in-camera scenes and effects.
And what I've noticed about illustration is the rise of a cargo cult of "the blind leading the blind" online akin to programmers who have only learned Bob Martin, driven by young people want to learn drawing digital-first, for some legitimate reasons, but also because of the gadgetry and because they want to cling to the undo button and use layers. But it's the same thing: most of the knowledge of drawing, like with every other trade, is tacit, motor-skills heavy and needs to be trained into muscle memory. Being very bad at getting the line you want and mashing undo to force your way through just means every project is frustrating.
And once you do cross that threshold and train it, having the undo and layers are nice additions, but predispose you to not do as much planning. Thus, much of digital illustration tends to have a formulaic quality to it: the artist could configure things all sorts of ways, but the overwhelming tendency is to drive towards excessive detail and excessive rendering, because the medium is an enabler for that and doesn't require you to think it through.
The kind of artistic result achieved with true "do everything in triplicate" drafting and capturing one good performance, has fallen by the wayside when everything changes at the last moment. Movie budgets have become dominated with post-production, even when they make the effort to record in-camera scenes and effects.
And what I've noticed about illustration is the rise of a cargo cult of "the blind leading the blind" online akin to programmers who have only learned Bob Martin, driven by young people want to learn drawing digital-first, for some legitimate reasons, but also because of the gadgetry and because they want to cling to the undo button and use layers. But it's the same thing: most of the knowledge of drawing, like with every other trade, is tacit, motor-skills heavy and needs to be trained into muscle memory. Being very bad at getting the line you want and mashing undo to force your way through just means every project is frustrating.
And once you do cross that threshold and train it, having the undo and layers are nice additions, but predispose you to not do as much planning. Thus, much of digital illustration tends to have a formulaic quality to it: the artist could configure things all sorts of ways, but the overwhelming tendency is to drive towards excessive detail and excessive rendering, because the medium is an enabler for that and doesn't require you to think it through.