Look at Star Citizen on other end... Too much resources can lead to endless scope creep, moving targets and potentially never actually shipping anything.
I think that's on the game's director, Chris Roberts, because it's not the only time it happened.
Roberts was the lead on Digital Anvil's "Freelancer", until the publisher (Microsoft), frustrated at the scope creep and protracted dev cycle, bought out the studio, demoted Roberts, and cut features so they could ship the thing.
Right constraints make things happen.