^
No game(or many other products for that matter) generate the same income over their entire lifespan. Most consumer product profits are very front loaded. Once the development, marketing, and maintenance costs(keeping it simple, look at DLC as maintenance) are covered EVERYTHING else is gravy. I really don't want to have to re-hash a business management discussion with a group of teenagers again, so I'll leave it at that but for those who say "R* still has to make $x/day or else.." I only suggest taking some business courses and looking at investment and profit curves. Yes, curves. As in not flat, meaning your returns are not flat. As in you don't make the same amount of profit for the life of ANYTHING. Some profits go up over time(like products with fixed development and zero maintenance costs) and some go down(like products that eventually reach market saturation). Seriously guys, please do some research, maybe take a CC class or two before spouting on about matters upon which you have zero experience or knowledge. It's tiring. Like real tiring. And bringing in 7 of your closest internet friends to agree with you does not a discussion make.
- Business Manager for over 15 years
Edit: You want to know why R* charges what they do for items? There is only one reason; BECAUSE THEY CAN! Justifying it any other way is foolish. Simple supply and demand. Profit margins have zero, absolutely ZERO to do with it. The costs are already sunk.
Edit2: To clarify my 'that's not how this works' bit further because folks will miss the "profit curves aren't flat, they're curves" is that price and market size don't interact on this scale. When you're selling 5 custom hot-rods a year, perhaps. You don't sell 1 million games the first year at $50, and then the second year you jack the price to $100 because you only expect to sell 500k games. That's not how this works. That's not how any of this works.