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A. how much it cost to produce
B. how many people will buy it
No matter how people spin it, the flight sim community that buys add ons is really tiny compared to the people that buy shark cards for GTAV.
These addons are cheap, believe me. You could easily spend all day building a few 3D props, UV mapping and texturing them. Multiply that by researching and referencing all the buildings, runways, taxiways and modelling an entire airport.
They is CHEAP!
So welcome to a mainstream flight simulator where most of the Mainstream casual pilots won’t pay any of those prices , even if they are most of the time worth the price.
You can say the hardcore pilots are enough customers....maybe.
But I am sure with lower prices there could be a lot more DLC buyers and at the end a lower price would be much higher profit.
This is a Xbox pass title, which runs on normal gaming PC.... we got a much bigger audience now.
Better don,t look at DCS World dlc, you might get an heart attack....
and C., which is entwined with but not the same as B, what will the market bear, which is the final judge of price. If a product's sales are limited by it's price, the producer has to decide, lower the price or live with lower sales but more profit per piece etc.
If nobody bought $XX DLC's, the price might come down to $YY. If the total (units sold x price per unit) could not justify a producer's efforts, at any price, the producer would cease production.
But the answer to the OP's question, as has been pointed out above : TRADITION.
Perhaps a bigger audience will exist with MSFS, and producers could find higher profits at lower unit costs? Time will tell