I acknowledge your expertise when it comes to the production of traditional media, but in this case I don't think it's analogous.
In your example, if the scene gets cut then you derive no benefit from having filmed it. You would have been better off not to have filmed it.
But in the game, the scene never gets cut. It does get used, so there was never any option not to include it. The only difference is in whether a given player sees it (the vast majority of players will), and the devs derive no benefit from me experiencing their content. That's like saying I've somehow disadvantaged them if I buy the game but don't play it.
Your argument would apply just as well to branching content, where there might be whole areas or questlines that go unseen by some players. Are you arguing against those, too?
But a lot of content is cut despite being worked on, which adds to that sunk cost that is described above. Scenes and assets do get cut. All the time, actually.
Mass Effect 2 for example had cut planets, emails, achievements, and dialogue between squadmates. The remnants found in the game code hint at a lot more being there as well.
So a lot of that are scenes or assets that have gone to waste. In that sense it is a cut, not branching content that players may not see in a given playthrough. That is not a problem.
Remember, for example, how in Dragon Age: Origins characters were going to have more origins, or how Shale was cut content repurposed as DLC as well. Removing parts of the game is a common thing, and it costs a lot of time and money for that process, a process we rarely see in the end unless we data-mine game files.





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