anexanhume
Veteran
You design the best console you can at the typical mainstream price. You then provide a better, higher-margin product to sell to a subset who are willing to pay more. You maximise your profits this way.
Think of it like a $500 8 GB phone and a $600 16 GB phone - the cost to add double the storage is nothing but some will pay more for it.
As Al* suggests, binning increases profitability. You can have a cost-effective solution with 4 disabled CUs, and then a premium for the lucky silicon that has no defects. If you don't have this higher tier, you can't charge extra for fully working chips and have to blow fuses to gimp them down to the baseline.
The trick will be getting the right top-end device, not stupidly expensive but different enough to be worth the added price. I have no idea what sort of premium gamers might pay for. If the baseline is $400, is $500 worth it for 10% more juice? 20% more juice? Would they go as high as $600 and what for?
Every other consumer product has different models at different prices for different consumers, from TVs to toasters. Why would the economics-of-consoles exist in its own space where consumers behave fundamentally differently?
The entire model of the console space is one box to define baseline specs that every game is designed to. Having ultimate SKUs with bigger or faster hard drives is nice, but they risk undermining their baseline performance if they want to gate some premium features behind a higher priced SKU. So, this is more than a phone that performs the same but has more storage.
People also don’t want to upgrade their TVs and toasters every 3 years. The console business model is fairly unique, and I think they risk the ire of consumers by bifurcation of their hardware too much. They already pissed off gamers last gen by forcing Kinect. I would think they approach this situation delicately.