And this unfortunately leads into the Catch 22 situation that's so common. Getting finance often means signing over substantial earnings. It's like working for a company, have a company request a feature, you write the software in 14 hours at $50 ph, $700 total, and the company bills the client $20,000. That's $20,000 for the work, of which the person who did the work gets a tiddly cut. But then you get a wage/salary and some sort of security. You're not worrying about prodicing software with no idea if it'll sell or not while your mortgage and bills and making demands.
A best seller could make many millions, enough to finance more games. But funding the creation of that best seller is expensive, and at the end of the day the developers are going to approach publishers or financiers to put forward the costs, who will then take control of the finances and reduce the amount the developers make in profits, so for the next title they once again have to approach people to finance it.
There's really not much of a way out of this. I can see a couple of options
1) Company Growth : create a small cheap game, like a puzzler on Mobile, that does well. That'll make enough profit to fund a more ambitious game. If that does well, that'll fund an entry level console game. You could grow from a tiddly acorn - that's where all these companies came from, way back when, when a single guy at home could write a few thousand lines of code (or pages of Hex
) and produce a markettable product
2) Cooperative or Open Finance - If you take a popular game franchise, you might be able to convince fans of that franchise to pay an amount up front, say $10 out of $40. A million such fans, $10 million, that's that game created, and then the following $30+ million from sales is all profit to fund the next project. Quite how you convince people to upfront the cash though, and then how do you hold the company responsible? Basically it'd have to be run like shareholders I guess.