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Even GT5 budget would be $69 million in todays money, allowing for inflation: https://en.wikipedia.org/wiki/List_of_most_expensive_video_games_to_develop
I guess somewhere around or above $100 million cost for GTS - say 200 staff @ $100k for 4 years -> $80 million, plus licensing, marketing, travel, events etc. (And there's the content for the monthly updates, but if I included that I'd have to subtract something for the GT6 updates).
Rough revenue estimate (so far)... 6.5 millon sales @ $30 -> $195 million, times 62% -> $121 million, not far from @GT6mebe 's figure.
(62% = 60% * 50% + 40% * 80%, for retail/digital split)
Sadly 100k is not the common salary for game dev, especially game dev in Japan.
As a casual observer looking in from the outside. It appears to me Sony are now investing more budget & resources into the GT franchise. At least compared to GTS’s initial development - culminating in the October 2017 launch.
After the strategic mistake of launching GT6 on PS3. Then PD being on the back foot content wise, having to essentially start from scratch. GTS had a strangely subdued launch. I believe Sony & PD knew they had a long road ahead to get back into the good books of fans. The gameplay fundamentals and quality were better than ever. But no getting away from it’s lack of content.
These past few years we’ve seen the rise of Esports, Sony’s need for a more diverse catalogue. Plus Sony’s direct rival, Microsoft, pushing Forza harder than ever. From commercial partnership’s to FIA World Tour production values. It all seems to have focused Sony & PD to get GT back on track.
Let’s also not forget we are now in a world where Backwards Compatibility will be a major player. Plus content produced for PS4 will be suitable for PS5. Helping spread development costs over multiple generations.
SCE better realise that GTS is quickly becoming their biggest GAAS game, if not already has become it.