Let’s do napkin math coz god I love napkin math.
I took this graph from a 2010 LA Times article, which itself was sourced from an OnLive CEO at the time, so some things may have changed (if anything the profit margins have likely skewed higher due to increase of digital sales lately).

Let’s then look at a game that was very upfront about the sales numbers and development costs, The Witcher 3 (while being cognizant of the fact that the development culture there was known to be toxic and crunch-heavy). Excerpt from Wikipedia:
Development Cost: $81 million
Before its release, over 1.5 million people pre-ordered the game[…]The game sold over six million copies in the next six weeks[…]
7,500,000 x $27 = $202,500,000 (not accounting for sales or discounts)
We can get really theoretical here with the games that don’t disclose any of this. Let’s say a game like Dishonored 2 cost $10 mil to make (probably a lowball), which was reported to have “disappointing” sales, so we can probably guesstimate around 500k in opening weeks.
500,000 x $27 = 13,500,000
Obviously not a huge success, and possibly a small loss if the budget was over $10 mil, but technically the publisher hasn’t lost anything. But there isn’t any reason why another Dishonored couldn’t hit at least half the sales of a Witcher 3 through better marketing and fan goodwill from the games at least being pretty good over the years.
At its core, a lot of this gets back to what I was saying earlier, that publishers aren’t willing to take small risks for longer payoffs vs big payoffs with long term losses. And on top of that, they’ll consider a break-even a failure worth potentially shuttering a studio over.
It’s less that the only answer to the industry’s problem is “instate luxury space communism”, but demands for more transparency and push for unionization to prevent publishers from scrapping mid-tier studios in order to go all-in on super projects that slowly undermine the stability of the overall industry. It’s bad business, y’all.
