Oh you missed the biggest reason why games are so expensive to make. The insanely bloated marketing budget. Games for years have had steady development costs of 150 million as a max. However in that same time marketing campaigning costs have risen upwards to 600% It's not uncommon to have marketing budget that's 5x the development costs. That wasn't happening when triple A games were still good. Those games literally sold themselves. Not to mention their money increase by tenfold with their micro transactions and gambling mechanics in those same paid games.Games prices also didn't fall 20% during the 2000s when they moved from physical (typical 50% retailer cut) to digital (typical 30% Steam cut). The publishers at the time just pocketed it all as extra profit, not even passing it onto the developers who made the games. Now factor in all those costs saved on no longer needing to master physical CD's, printed manuals, printed boxes, shipping from CD mastering company to distributor warehouse then again to retailer, having thousands of retailers in dozens of countries to deal with (different supermarkets, high street game stores, mail order companies, etc, per country) vs the hyper-centralised handful today (Steam / Epic / Microsoft), no faulty disc return shipping & replacements to deal with, no having to self-host downloadable patches on the developers website instead of letting Steam do it.
Then there's the development costs like labour partly outsourced to Asia, greater reuse / 3rd party licensing of pre-existing game engines vs the 90's era where idTech, Infinity, Aurora, Lithtech, Dark Engine, UE1, Build, Gamebryo, Source, etc, all had to be made from scratch sometimes almost one per AAA franchise, motion-cap costs have fallen to the point its cheaper to do now vs spending enough time hand-animating every character's joints / movement such that they didn't look awkward, etc. And last but not least, a lot of 1990's PC games franchises were PC only typically peaking at 10-15m sales whilst the mega-hits of today like Witcher 3 & GTA V sell nearer +50-70m because they're all cross-platform meaning massively more profit through sheer volume alone.
So the real world "fair price" cost of today's AAA games is a little more complicated than saying "If disc based PC games were $60 in 1995 when publishers took a 50% cut from 15m sales to PC-only gamers, then all games should be $120 today from taking a 70% cut from selling them to 70m PC & console gamers combined, please also ignore the shitload we make on top from DLC, micro-transactions, lootboxes, pay2win / pay2unlock 'booster packs', etc!" Not only are mega-studios not poor, they've actually never had it so good...![]()
I pay for indie games because the dare to push the market Triple A games are just milking it with very few decent titles between them.