- 6,364

- Finland
Tell me you don't know a thing about how business works without telling me, etc. If they know they can't get the revenue they won't spend money into making the product in the first place. If a game is expected to sell ten million copies at $60 each, it can be budgeted at $500 million and make a nice profit. If it's expected to sell five million copies because every other player second hands it, it means a budget of 200 million and then you'll whine because it's low quality. Alternatively, it has to be sold for $120 to make the money to cover the budget, and then you'll whine because it's too expensive. Someone always pays the freeloaders' part and it's either the company owners or those customers who do the initial purchases. In most cases, including this, it's the latter because:That mentality (lost revenue) is what is the death of everything. It's not lost revenue. Nothing that was already existing was removed. Nothing they had has been taken away.
"Lost ReVeNuE" is corpospeak for "money we didn't make that we feel entitled to and now it's everyone elses problem because we deserve all the money forever"
Making games isn't charity. It's hard business, the owners are in it to make money, and if the customers don't pay the company what it costs to make them they'll do it either cheaply or not at all. Nobody runs a business at a loss just so that the customers are happy.