

Not so much covered in this article, but the vast majority of the spending is in paying more developers, and executive pay, which is largely in stock, isn’t a large contributing factor. Your favorite game from 25 years ago was probably made by 30 people in 18 months, and now the equivalent level of production value today is made by somewhere between 300 and 1500 people over a longer stretch of time.











This is also survivorship bias. Plenty of companies would love to support their game post launch and make this much money, but they go under trying to follow the same playbook; even the ones that were successful doing so before.