Keep in mind, if a company wanted a $200 million net profit on a product but could only raise $150 million net profit, then they will say it underperformed, even if the game only cost $50 million after implicit costs were added (i.e. about $200 million in sales rather than $250 million). Sure, they made a hefty profit, but that still won't please the shareholders and anyone in the company looking for the massive bonus they were promised, as what those people receive will be less than what they were promised, and that is never an enjoyable experience.
But let's assume that a game is worth $50 a copy (most games are now $60). If development costs somehow reach a staggering $50 million, then they only need 1 million copies sold in order to break even, 2 million to get back double of what they invested. Even at that high development cost, it still only took 2 million to get back double of what they invested! In other words, if they were to sell 3 million copies, they'd not only have enough for bonuses for everyone, but they could have some left over to invest in the same development costs for the next game and help pay off debts from other projects.
The issue is not necessarily that consumers want too much. Though we probably shouldn't really clamor for all the AAA luxuries that we keep getting in our games, there simply is no excuse for why these people "need" as great of a return as they are hoping for. If it is to make up debt from other products, then they should have budgeted better for those products, and while there is always a risk involved with a game flopping, if you are already having financial troubles because of one of those flops, you don't bet on a game selling 5 million copies, as very few games ever reach that level of success.
If anything, publishers need to start recognizing that their current attempts at getting these massive returns are mostly futile. After all, most of us knew Dead Space 3 would never sell 5 million copies, and I'd almost bet 75% of the people who raised concerns at 5 million copies being sold don't have any business or economics degree--it was just common sense. The fact that gamers could see that disappointment before it ever happened while the business professionals couldn't see it coming shows that there is something seriously screwed up with the business strategies and goals of these companies, and I'm not going to take the blame for their ridiculous hopes and dreams. If anything needs to change, it's these companies' unrealistic goals and lack of prudent financing.
But let's assume that a game is worth $50 a copy (most games are now $60). If development costs somehow reach a staggering $50 million, then they only need 1 million copies sold in order to break even, 2 million to get back double of what they invested. Even at that high development cost, it still only took 2 million to get back double of what they invested! In other words, if they were to sell 3 million copies, they'd not only have enough for bonuses for everyone, but they could have some left over to invest in the same development costs for the next game and help pay off debts from other projects.
The issue is not necessarily that consumers want too much. Though we probably shouldn't really clamor for all the AAA luxuries that we keep getting in our games, there simply is no excuse for why these people "need" as great of a return as they are hoping for. If it is to make up debt from other products, then they should have budgeted better for those products, and while there is always a risk involved with a game flopping, if you are already having financial troubles because of one of those flops, you don't bet on a game selling 5 million copies, as very few games ever reach that level of success.
If anything, publishers need to start recognizing that their current attempts at getting these massive returns are mostly futile. After all, most of us knew Dead Space 3 would never sell 5 million copies, and I'd almost bet 75% of the people who raised concerns at 5 million copies being sold don't have any business or economics degree--it was just common sense. The fact that gamers could see that disappointment before it ever happened while the business professionals couldn't see it coming shows that there is something seriously screwed up with the business strategies and goals of these companies, and I'm not going to take the blame for their ridiculous hopes and dreams. If anything needs to change, it's these companies' unrealistic goals and lack of prudent financing.