Here's what he's missing - revenue is not evenly distributed over games published. Take a look at this graph - it's from EEDAR's video game data presentation. The top earning 50% of games earns something like
98% of the revenue. The top 10% of games earn around
60-70% of the revenue. The cream of the crop, the best 2%, pull in around 30% of all revenue. If you've got those hits, congratulations! Your investors are happy! You can even lean into them and get more, because [
people love the games and want more of the them]. And if not, then it sucks because the investors will drop your stock and you've got to cut costs to try to keep them from bailing. The above chart shows why video games a very hit-driven industry.
This is why publishers have decreased the number of games they are funding. If you know that 50% of games won't make any money, you might as well not fund quite so
many of them. By focusing additional resources after launch on the games that do well, publishers can keep things much more stable. Post-launch content is far less risky than new projects because you can cancel those plans if the game doesn't do well, and you can put more into it if it performs above expectations, while an entire new game is just inherently riskier and more expensive to develop. Microtransactions and post-launch support mitigate our risk while giving players more of the games they want.