Serious question: how many new sales do you think an expansion like this will generate? It’s gotta be enough to cover the cost of development and feed into more expansions, right? How is that possible when this game technically came out in 2016?
If these expansions are profitable, why aren’t we still getting DLC for games like Deus Ex Mankind Divided or another Blood and Wine, both of which came out the same year?
They have allegedly sold 10+ million lifetime units so far and that was a researched number from last year. This is an indie studio by the way, so they’re probably set for life. At this point they’re constantly doing this for the fun and challenge of it and a paycheck isn’t that necessary.
The reason AAA single player games sometimes get left behind is because there’s already a ton of resources and money being spread elsewhere in corporations like Ubisoft, Square Enix, etc. on things like marketing departments, middle management, upkeep, building maitenance, a board of directors, deals being made, and the hundreds of artists and programmers who are demanding more money. Because of all of this, the publisher would need new products on a constant basis(and more often) so that the company remains stable. Using your primary team to make DLC for a single player game to make people come back to it over and over is more of a waste than either starting a new project that can sell for 60-70 dollars or starting a live service game. You’d also have to make sure that the players who bought the original long ago are even aware that there’s DLC, which requires the marketing team’s involvement.
I’m sure I’m missing other factors in the list above, but the larger point is that the team at Hello Games only had to worry about a tiny fraction of any of these costs because they were just a super small team of dudes who made Joe Danger prior to NMS. Sony helped them market NMS also. Then Xbox helped them market the re-release for the multiplatform announcement.
If your concept is unique enough and catches the right attention, it’s way more lucrative to go indie or AA. The problem is always timing and luck. You simply never know if your game will be a hit or ignored, and that’s why I miss ‘Summer of Indie’ before AAA game studios quickly realized that since indie games are selling during the summer, that they can do the same(and avoid the fall/winter AAA crowdedness at the same time).
Edit For any budding indie devs here: The thing I’ve noticed the most is that there is a much, much higher percent chance of your game being noticed and purchased, within the first year and a half of a console releasing. That is when the new console owner is starving for games and they will run out of the one or two AAA games to play very quickly. A great example of this was resogun. If you meet that release window, your chances are much, much greater as long as your game is good.