TheSlightFeelingOfRegret 说:
Producing PC games has never been profitable, since the very beginning only 15% of PC games have ever turned a profit.
What you have to remember is that Windows has no restrictions on game design. A console game has licensing costs, has to be rated, and has reproduction costs. PC games are never licensed (except for Games for Windows, which is voluntary), don't have to be rated unless sold at normal retail outlets, and has no reproduction costs if distributed digitally (Steam and the like) or as shareware (like Mount&Blade). Development tools are freely available (unlike consoles, where the development software and test hardware is very expensive), and some cost nothing (the Ogre 3D engine, for instance). As a result, companies can develop "risky" games that they might have decided against if they had to cover the additional overheads of a console release.
Take Dungeon Lords, for instance; it's one of the worst games I've played in recent years--the first release was almost unplayable, and even the final version has empty, unfinished areas and more bugs than a rainforest. It's cheap and nasty shovelware, but since it comes from a "real" developer it's covered by news sites just like any other game. It is very unlikely that they would have risked releasing this on a console because it's simply too poor to be worth the overheads involved. However, despite poor sales and near-unanimous ridicule, their obviously minimal budget meant they still turned some sort of profit, and they now intend to blight the 360 and PS3 with a sequel (as well as the mandatory PC version, of course). It's trash like this that you have to take into account when talking about games that lose money.
In addition, the market can only support so many products; games with high production budgets have to sell a huge number of copies to even break even (let alone secure profits for future titles), whereas games tending more towards the indie side (like Mount&Blade and Sins of a Solar Empire) have very low budgets. If a game like Mount&Blade sells, say, half a million copies at retail, the developer considers it a success because its development costs weren't anywhere near that (due to an in-house engine, small development team, no Patrick Stewart, etc.)--for a game with a multi-million budget due to dozens of employees, shiny graphics and lots of licensed technologies, half a million copies is a
disaster. It is at this point that the developer comes out and bemoans how their losses were caused by those greedy, dirty pirates, rather than due to the market simply not being able to provide enough turnover to cover their product's high development cost.
Also bear in mind that you can't just look at North America. In North America, console game sales have started taking over from PC game sales due to the technological gap being much narrower (in the days of DOS, the most complex or ambitious games were always on the PC because consoles were simply too weak), and this effect is worsened by digital distribution services which do not disclose their profits and sales figures to groups such as the NPD. In Europe and Asia, however, PC games still sell tremendously well. Series such as Gothic are held about as highly in Europe as Halo is in America. As for Asia, the Koreans hold StarCraft in such high regard that they have three TV stations dedicated to professional StarCraft tournaments (I'm not making this up). They also have dozens of MMOs the English-speaking world has yet to see, all of which are exclusive to Windows.
PC games also have to compete with previous games, sometimes from several years ago, and if they don't equal or outdo those older titles many players simply won't touch them. Take Unreal Tournament 3, for instance. It sold well on consoles but not particularly well on PCs; it is theorised that this is because many players are still playing 2k4, 2k3, or even the original UT, and don't want to pay more for an update or don't like the changes it makes to gameplay. Its low sales are reflected by low player counts on the servers, which further impacts its potential sales. Whereas any modern version of Windows can run about 70-80% of all Windows games ever released (and a surprising number of DOS games) without needing any major compatibility tweaks, console gamers have a severely limited back catalogue. Backwards-compatible titles also don't receive any improvements--on the PC I can play a ten-year-old game online with voice chat and so forth as well as maximised graphics and a much higher resolution than would have been feasible back in the day; backwards compatible console titles have the same visuals and resolutions as the original system (sometimes slightly worse due to emulation limitations) and don't support the new system's improvements to multiplayer. As a result, playing Halo 2 on the Xbox 360 isn't as cohesive an experience as playing Halo 3, whereas on Windows an older title can inherit various improvements as long as they are able to run in the background or be forced in the driver or whatever.