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For merch: producing/distributing physical goods is expensive unless you specialice on it. In order to be profitable, you either need a very high volume of sales (which is not something small indie games can achieve, since usually a small portion of the player base is interested in merch and indie games don't have a big playerbase in the first place), or very high prices (>100€, which makes very few people buy it and thus don't earn much in the grand scheme of things). Getting deals with manufacturers/distributors/doing the logistics of everything is also expensive, which makes merch complex, risky, and not very profitable. Getting merch to be profitable on its own is hard enough, it's very unlikely you will manage to make it profitable enough to fund itself and the development of a game
For maps, they can be made and included in DLCs, but they are simply more expensive to make than other types of content (specially if they require new assets)
The reason why I disagree with this. Multiplayer games (IE: The Crew, GTA 5 Online, RDR2 Online) all provide a service (Online servers), which is normally included in the base price with the option of micro transactions, but everything in the game is possible without them.
With Singleplayer games (IE: Terratech, Scrap Mechanic, Stardew Valley) they all provide all of there content for free, there's the oddball but that's for absolutely massive amount of content, not just like 12 building blocks. If Trailmakers did massive amounts of content behind there DLC like what they did in Airborne (A map, campaign, and blocks) I doubt I would have ever made the post in the first place.
Makes sense
For singleplayer games, they can choose to make free content for a while, but reality will force them to eventually stop development or look into other forms of revenue, which they can do whenever they want as you aren't paying them to keep up the service. The only exception are extremely lucky games that become extremely popular on release (such as stardew valley or balatro) and make their small team rich, but planning your game assuming that will eventually happen is naive at best and setting you up for failure, because it doesn't matter how hard you work if you aren't also extremely lucky.
Making DLCs is a middle ground between not paying for the service and having it eventually stop, and paying for a full subscription service which requires periodic payments just to maintain access to the game
but well, a flashbulb's gotta eat so sadly for you (and most players who dont want to spend 80$) they wont change it, so this isnt worth it to talk about it