this post was submitted on 20 Aug 2024
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[–] [email protected] 1 points 3 months ago (1 children)

Alan Wake 2 (for example) did not spend a decade in development, but somehow blow "pretty much 100% of the budget" after launch.

You can maybe salvage that sentence fragment by insisting we're talking about multiplayer-only "live service" crap that goes on for years and years after launch... but the topic you named is distribution. The marginal cost of software is essentially zero. Supporting customer N+1 is a rounding error. Valve basically has a monopoly on PC game distribution and only employs a couple hundred people. Do those salaries cost money? No shit. But relative to, conservatively, half the money spent on PC games? Fraction of a percent.

"Keeping people employed" takes a lot of money because making a game takes a lot of people a long time. Shipping is the cheap part. Has been since CD-ROMs. In many infamous cases, people were not kept employed once their game shipped, because all those people were not necessary to make all of the money off of the game.