Heh, alright.
Basically, in the 1930s to the 1950s (with the business practices lingering on into the 60s and even the 70s), Hollywood was a completely different beast than it is today.
Films were produced by large studios that kept everyone under long-term contract; actors, writers directors, animators, the crew setting up the cameras and lighting: everybody. People held on to their contracts and settled for peanuts (compared to today) because the perceived glamor and success of Hollywood in the "Golden Age" meant there was a high supply of people trying to break in and replace them (not to mention the studios blacklisting anyone who broke away).
The studios also held all creative rights to anything produced, so writers were reluctant to give up their best work. Not that they would have had a chance; the studios were controlled by businessmen who had tons of money but very little interest or understanding of film. Like the Koticks of today, studio heads back then only saw entertainment as a means to an end and put a laser-like focus on only what sold. Ernest Lehmen (wrote Hitchcock's
North by Northwest) has a great quote on this;
"Originals were not smiled upon in those days, believe it or not. There was very little interest in originals in those days. . . Studios, distributors wanted the assurance of someone else having thought a property worth publishing. . . In those days, if you went to a party in the Hollywood community and somebody would ask, "What are you working on, Ernie?" and you replied, "I'm doing an original now," the response would be "Oh." . . . Like they were a little embarrassed . . . If you were working on something that you were going to create all by yourself, they'd secretly think, "He's in bad shape. Working on an original." That definitely was the climate at one time in this town."
As another example, once MGM figured out Judy Garland and Mickey Rooney paired well together, they churned out
eight movies over six years. The 30s was pretty much dominated by remakes, sequels and rehashes to silent films. In the 50s and early 60s it was historical epics (Ben Hur, The 10 Commandments, Lawrence of Arabia, etc.). Following formula almost destroyed Fox (1963's Cleopatra was a huge loss, the studio limped along on fare like The Sound of Music until Star Wars saved it). Once they had something that worked, they churned it out until something new came along.
The studio-driven method really didn't break up until the 1950s, due to two things; Television became a serious challenger and the government came after the five major studios (MGM, Fox, Universal, RKO and Warner Brothers) for anti-trust. Not only did they completely control film production, but they also controlled and manipulated film
distribution, either by owning all of the theaters outright or controlling them with practices like blockbooking (forcing theaters to buy and run 4 or 5 shit movies that came contractually bundled with one good one) . That was in the late 40s, if I remember right.
. . .
Compare that to games now; publishers buy up and manipulate developers. Developers retain all creative rights and churn through staff because there's a ton of kids who have a dream of making video games. Piss the wrong people off and you get sacked like West and Zampella and that sleazy "Project Icebreaker" bullshit.
There are no 'freelance' game designers, the guys who green light games don't even possess a working vocabulary of the concepts they're choosing between. Large companies dictate the distribution method so people working outside can't get in.
Budgets are so huge that only proven successes can be made. The industry avoids risk because one AAA-budget flop can completely destroy a company, so only sequels and clones of proven successes are made. Meanwhile, the publishers are engaging in shoddy business practices like Day One DLC, Pay-to-win and all the anti-used game/DRM garbage.
A lot of it has to do with the way games emerged from the software industry and is still using their model. Very good at making studios, very bad at making games.