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Сообщить о проблеме с переводом
From your post, suggesting one team do this and another team do that to build on Demeo, I think you vastly overestimate the size of the Demeo dev team. At this point, I can all but guarantee that there isn't any one person working full time on Demeo. It's done, it works, it's 99% free of critical bugs, and... almost no one is buying new copies. To be able to pay a developer's salary, generally speaking, that developer needs to be working on something that's going to make money in the future (or occasionally, protect or boost the studio's reputation, like fixing a critical issue). To do that, studios essentially always need to be working in their next game - otherwise they're paying a bunch of decent salaries with no promise of enough income to cover them, leading to all kinds of budget cuts, layoffs and eventually the studio closures we've been seeing in the VR space lately. Fortunately, checking out Resolution Games' website shows a healthy roster of new titles rolling out.
I couldn't find any data from Resolution Games stating how many copies they sold, but currently there are only 19 people playing Demeo on Steam and there were only 336 players playing at its all-time peak - four years ago. Those aren't DLC-worthy numbers. If they released a DLC, this would get extremely limited industry coverage versus a new full-game release, it would pretty much only target the already limited existing player base, and of those players it's estimated that only around 50% buy the DLC (likely, lower here considering the age of the game and people that have moved on). That doesn't really sound like a worthwhile endeavor.
If Resolution Games can get headlines for a new full-price game, there isn't much argument to be made for wrapping that content into a DLC for a 4-year-old game - especially if it doesn't save an enormous amount of work. That's especially so considering that with a new game, they can improve on the overall game by adding core concepts that are entirely missing from Demeo but required for a D&D game, like branching stories with impactful decisions, character customization and progression, puzzles, etc.
Anyway, all of this (especially the low player base) is the whole reason VR gaming is an expensive hobby. It's not just the hardware, but for VR studios to survive, they need to publish titles regularly, keep costs low, and charge premium prices for them. Developing a DLC for a niche game in the further niche VR space is rarely a good idea.