| endimion said: Cause games today can cost more than a blockbuster movie, you need to feed teams of 500 to 800 people over 4 years before you recover a single penny for the most ambitious.... with that in mind one mistake and you can break your entire business.... it's not EA MS or Activision that have issues with used games it's all the smaller ones... that need constant income after initial release to stay afloat.... And compared to a movie... games don't have second lives like TV rights sales or DVD/BR sales... streaming etc.... or at least not as much.... so that's why... |
Well. If they can't sustain teams of 500 people, that means they need to reduce those team sizes, it's not like you need teams of 500 people to make a game that prints money. See: Notch with Minecraft.
They have no one else to blame except themselves when they enter financial troubles, they certainly shouldn't price gauge consumers every chance they get either, that just creates negative sentiment against the company which can make the situation even worst down the road for themselves.
As for "constant income with reoccuring sales" it actually happens all the time, just not on consoles.
THQ before they went under had a bundle and sold over a million copies.
A 10+ year old game might arrive to Steam, hit the top of the sales charts (I.E. Like Fable and Age of Empires)
Game might go on special on Steam and hit the sales charts and hence sell thousands of copies for no extra work on the developer/publisher.
Game might have a popular mod released, again creating buzz and making the game that the mod needs to run... Hit the top of the sales charts. (DayZ and Arma 2 effect.)
Consoles however, games generally fall into obscurity after the initial release buzz.

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