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[-] mindbleach@sh.itjust.works 1 points 4 months ago

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.

this post was submitted on 20 Aug 2024
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