They're budgeted based revenue expectations, not sales expectations.
Sales drive revenue; don't be obtuse.
I like how we're sneezing at TWO CONCORDS worth of games. If you think the industry isn't learning from Srar Citizen, then I have a bridge to sell you. As if MMA fighters only study boxing, wrestling, or jiu jitsu.
It's two Concords worth of games over
thirteen years - you're leaving out crucial context because you're losing the argument. The industry doesn't care about Star Citizen. You can tell because, more than a decade later, no major publisher has looked to ape their funding model. Shenmue 3 is arguably the closest, and we all know how that turned out (even pegged to a beloved legacy IP).
Marathon is already not F2P so it's not following the Fortnite model.
Neither did Corcord, now you mention it, and it was an unmitigated disaster. Marvel Rivals did, and it was a roaring success. What are we learning from comparing all these apples and oranges?
A company that sells $1,600 dollar phones disproved my point? I think not.
Smartphones are considered expensive necessities, much like cars. In the car industry, the most popular car makers are not Lamborghini or Ferrari, they are companies that make affordable mid-range models like Ford or Volkswagen. Apple occupies the same space as the latter - there is no crazy Italian creator of super-luxury smartphones that are bought as status symbols rather than for practical functionality. Watches are an even closer analogy: there is no smartphone equivalent of Rolex or Petique Phillipe.
And just to make it clear, I don't think SP games should sell for the same price as an Apple IPhone or a Ferrari Enzo. My point is simply to suggest $80 dollars was inevitable and soon it will be $90.
That's not your argument at all - that's inflation. You're arguing for flexible pricing in the software market, which would mean creating the video game equivalent of a Ferrari or a Trek - high-end, expensive, premium products that appeal directly to a smaller market of monied hardcore enthusiasts. You're arguing this would drive innovation in the gaming space, but this has been disproven at every point in this debate, and you refuse to accept it. Necessity is the mother of invention, not unbridaled luxury and bottomless resources. You see this in every single industry: limitations drive innovation. The more money you throw at a thing, the greater the temptation to brute force solutions. Fewer resources naturally drive novel solutions because there is no other option - you have to work smarter, because you can't work harder. I shouldn't have to explain something so eminently true, but here we are.
Innovation is driven by need, not by bottomless resources. If anything, it goes the other way: the greater the investment, the more conservative and risk averse the approach - we see this everywhere right now, right across the industry, with long-running IPs turning out marginally bigger prettier versions of themselves every few years, with the same mechanics, characters and ideas they've been recycling for a decade.