I think that's 3-4 million copies, not dollars. But even so, 3M copies x $40/to Remedy? per sale = $120M, so that would seem to be a problem for profitability with $200M in dev costs. Are there different cost dynamics for a AAA publisher (like Hollywood film costs, where they need to earn double the cost just to break even due to marketing, but in reverse)?
I was calculating off a $70 price, and a (typical) 30% store fee. So $49 gross for the publisher. If they need 4 M units sold to break even that is around $200M.
For movies, the theater (chain) typically gets 50% of the reported gross (which is typically just an estimate). Except for many Disney/Marvel/Lucasfilm movies where Disney has charged as much as 75% of the gross. Thus most other movies generally need revenue twice the (reported) production cost (which can be both inflated or under-reported as required by standard Hollywood accounting).
Game costs these days are more likely underreported to allow for underperformance. And that is when there is any report as the platform owners rarely talk. Mostly it is the publicly traded third party publishers that (grudgingly) admit the blood letting. WB-D had no choice since they're so deep in hock.
And that admission gives my $200M estimate a bit of backing.
Which, btw, breaks down to $40-50M a year for typical AAA games.
(A burn rate that aligns with the report that CONCORD burned $400M over its 8 years.)
It wasn't that long ago that $50M would produce a good AAA game over 2-3 years.
The other half of the problem is the sales. ALAN WAKE 2 at 1.8M matches DEATH STRANDING' Playstation lifetime sales. Even with a delayed PC release DS barely made it to 2M. the Alan Wake DLC had better sell well.