For simplicity sake the price of the Trilogy is $55
- DLC price, is different for each platform due to console subscription fees etc.) the market price for all was $60 but let's take only 5% income of that due to credithacking (modding)/piracy etc. Even though console players do not buy DLC at full price, EA gets a kickback from Microsoft and Sony on top of discounts due to subscriptions.
- EA EBITDA is 28%. We oversimplify that for all EA units.
- That means that $600m spread over 5 years = $120m py income and $86.4m p/y expenses (oversimplified). That $86.4 m goes into paying salaries, maintenance, tax, buying frostbite licences, manual turntables etc.
- Part of the profits are paid to shareholders (ca 8-10%) and the rest might go into developing new titles like Me:a.
--> So EA had ca $32m per year to develop me:a instead of $120m per year (because of piracy and modding -missed targets). That means that less appointed developers, longer hours on top of learning the new frostbite. We can only hold our thumbs that they "hold the line".
--> Apart from the player community putting EA under pressure - shareholders are getting nervous since Feb 2015 and are putting the management under pressure :
(red is EA, others are competitors). See G.I Shareprices:Interesting to see that the shareholders knew about the big me:a delay ca 3 weeks before the public did. So there are some leaks on management level.

So the release delay from the development has a ripple effect :
a) Game novelty ito capabilities is risk being outdated before release.
b ) Lost revenue and running expenses for another year. (mb Increase of base license costs ca. +$25)
c) EA must dilute developers to work on other IP (a quick win with shorter release cycle since some EA board members definitely requests a fallback)
d) Competitors have a chance to get loyal players to invest their $80 somewhere else - out of boredom and so win some loyalty. We saw with Destiny, FO, that the gaming community is a tough cookie to keep happy when the quality is bad - so EA choice to delay and increase the quality speaks a lot for them understanding their players.