These types of meshes and polygons can be difficult to maintain and make large changes on. When animating, each vertex needs to be assigned by a "weight" percentage to a specific bone(s). The time it will take to do this for your entire mesh depends highly on the complexity of your meshes. Another thing to consider is the performance of your application. Complex meshes require much more memory and computation than simple meshes. This is why earlier console games had very sharp simple meshes, even for important focal points such as characters. The solution to all the problems is: keep it simple! Only use as many polygons as you need to to achieve the look you are going for. This will save you time, lend to the style, and lead to a better final product.
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