80/20 rule
80% of profits come from 20% of its customers.
You’ll never convince that 20% to not buy the product because they have the money to spend at the price 343 sets and are comfortable with it. That’s why the $129.99 package is their best seller supposedly, but I take that with a grain of salt.
To be fair, there are very few titles nowadays that are relying purely on the box model business plan.
Going F2P was also most likely a move to generate easy population migration due to 343’s troubled past with the franchise. It’s easier to attract a population back to a franchise that has let fans down without going forcing them through a $60 paywall on yet another experimental take on the formula. Halo might still be considered a flagship title still, but its golden age peaks have been squandered over a mishandling of the franchise and 343 couldn’t rely purely on nostalgia of the franchise for sales as they tried to do with 4 and 5.
Didn’t use the words “earning a living”, didn’t even come close to insinuating this.
It’s a business model through and through. 343 has a contractual obligation to reimburse the parent company that footed the supposed half a billion dollar bill for this title and turn a profit in the long run.
You can’t do that with generous charitable works. It’s a rational conclusion to draw.
I’m going to assume you’re being facetious and are oversimplifying this just to try and squeak in a “gotcha” poke.
Halo 1 was part of the push for players to purchase an Xbox. It was a flagship title that revolutionized the way consumers played first person shooters. “Combat Evolved” wasn’t just a catchy tag line, it epitomized what set the game apart from the pack: being able to play a fun FPS on a dual analog game pad with ease. If you payed money for this title or an Xbox to play this title, you were contributing to the business model.
Halo 2 was part of the push for utilizing the online multiplayer experience that was “Xbox Live”. Encouraging players to pay for a subscription that enabled them to enjoy Halo (as well as other titles) on a whole new level that set itself apart from the console multiplayer pack. The PS2 may have had the ability to connect to the internet, but the Xbox revolutionized it. It was also one of the first titles on Xbox to feature DLC (or a box copy) which brought the ability for expansion to the franchise, yet another business model. If you payed for the title, Xbox live, or the map packs you were contributing to the business model.
Halo 3 was once again a flagship reason to own a 360. While it wasn’t a launch title, the hype built up around the first next gen Halo title was palpable. Driving sales for the console at both the console’s launch and even at the launch of the title itself. Once again incentivizing an Xbox Live subscription service to make the most of your multiplayer experience as well as introducing paywalling mechanics this time around keeping players out of modes they enjoyed unless you payed for a map pack. A little side hustle I might add is the now obsolete “Bungie Pro” service provided by Bungie directly to allow for more space for your “file share” capability allowed Bungie to take direct profits. It might be getting redundant at this point, but if you purchased a copy of this title, Xbox Live, and Xbox 360, the DLC, or Bungie pro, sorry bud you contributed to a business model.
It should also be noted that AAA game development was a cheaper endeavor back in those days, with smaller teams. Game population density was also far more condensed as well with some titles even displaying their active player counts. Halo’s budget and sales data are actually pretty well known up through Halo Reach.