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I think there is a cost performance ceiling that games run into. The game budget for a first generation game will be consumed by creating the engine to run the game + the game. Later games in the generation will use that engine and spend the budget on other elements of gameplay and optimization.

GeoW 2 and Resistance 2 are good examples of this. GeoW2 was able to increase the multiplayer from 8 players to 10 players and Resistance 2 was able to increase the number of multiplayer from 40 players to 60 players.



Thanks for the input, Jeff.