ROFL. I was talking PC games. I've never been in favor of console's ripping us off. I am a console hater (see all my many posts stating this). Sorry, you are making stuff up. Google them. Grimrock was made by 4 people, grimrock 2 has another 2 hires last I checked. Torchlight people claimed it was made with 20 people in an interview you can google that too. Instead of claiming I'm wrong prove it.
http://www.ign.com/articles/2012/09/18/torchlight-ii-faces-giant-rival-diablo-iii?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+ign%2Farticles+%28IGN+All+Articles%29
Direct from the CEO, you can sell a game for $20 and make the same $14 you do on a $60 box...NO need for these prices if you kill the big dogs and go small dev which mobile will help force this to happen. As he says, remove the BS marketing etc, just use word of mouth and make a great game and ship direct (meaning download etc). That cuts out a lot of people.
https://en.wikipedia.org/wiki/Runic_Games
Jeez, lets just make it simple for you.
"As of mid-2009, the company employed no fewer than 26 people."
Torchlight was an 11 month project
"Runic Games was founded in August 2008 by Travis Baldree, Max Schaefer, Erich Schaefer and Peter Hu.[5] The company formed specifically for the purpose of keeping the Mythos team together to develop a new action RPG video game as a "spiritual successor" to their previous project.[6] Following the dissolution of Flagship Studios in 2008, all 14 members of the Seattle team that developed Mythos signed onto Runic Games."
So basically 20 people made it right? The top 4, another 14, and even at the end only had 26 employees (probably some tech support etc added near launch got them to 26, but they don't make the game). Further illustrating the point, the entire Flagship studios was 14 people...LOL
https://en.wikipedia.org/wiki/Torchlight
"Full production on the game started around November 2008, giving the entire project a development period of approximately 11 months.[33] As of July 2009, 25 team members were working at Runic Games."
The sound composer was 26th, Matt Uelmen from Diablo fame. It costs millions to make a game, but not anywhere near 100mil when you axe all the fat. I'm guessing the 21-25 are tech support added near end as the game came in oct.
BTW...both torchlights were only $20. See the point? Same profits for them, 2mil units+ sold on torchlight2, so basically they could all be millionaires now, even after giving 9mil to steam etc (avg $15 a copy most likely after early sales at 20, get 30mil-9mil to steam etc after the 30% cut)...LOL. Whatever. Keep paying ridiculous pricing and enjoy it. I won't do either. None of the crap you say is true if you remove the big devs from the process as shown many times.
Shroud of Avatar is being made for ~4mil by Richard Garriot and friends. The torchlight guys are mostly old diablo guys. I want the game MAKERS to sell me my games, instead of publishers which screws us on pricing, DRM etc.
https://www.shroudoftheavatar.com/?page_id=29385
ENTIRE team 24 people. And you don't have to believe me, the pic says happy holidays from the ENTIRE TEAM...ROFL. Scroll down for the pic. It will cost between 3-4mil, with 3mil funded from crowdfunding raised.
https://d2sx9mrt4zumaq.cloudfront.net/wp-content/uploads/2013/12/SotA_Team_HappyHolidays_small1.png
http://www.gamasutra.com/php-bin/news_index.php?story=23442
Max Schaefer RUNIC GAMES CEO interview:
"The Torchlight team, comprised largely of Mythos vets "plus several new people," is up to about 22 staffers, says Schaefer, and the team size helps with efficiency, focus, and making good tools."
"All the staff works together in the same open room: "Instead of having to schedule a meeting, you just kind of turn around and talk," Schaefer explains. "You can really only do that with a small team -- with 30 or 40 people, it'd be too chaotic. But it keeps everyone tight, keeps everyone really engaged and involved, and we save a lot of time." "
You getting the message yet? I didn't say it HE DID! 30-40 is CHAOTIC! Hmm....well then...
Grimrock used family members for beta testing and voices etc...LOL. You are barking up the wrong tree.
http://www.grimrock.net/
Feel free to go to their forums and actually talk to the 6 people making the game

Same 4 members from the first game + 2 new guys. But I think they have 7 now...LOL. You can check out the Xmas cards from them all on their site, names included on each

The first was done with 1yr as temp work while the 4 guys had jobs, then in the last 6 months they quit work to finish full time. WOW. Millionaires now
http://www.grimrock.net/wp-content/uploads/2013/12/reset_20K_thanks-300x207.jpg
Xmas snap of all members...Yep...SEVEN. We done yet?
https://en.wikipedia.org/wiki/Inexile_Entertainment
11-50 employees...Surely you know who brian fargo is?

Bards Tale etc ring a bell? Fallout? Interplay ring a bell?
Wasteland2 (2014), Tides of Numeria(2015) (so 50 people, two games being made now, 25 each?).
Basically the team that did wasteland 1, is totally on board for wasteland 2 (small teams back then, like these now). I'm sure many of their 50 were hired recently, but they've been around since 2002.
I can credit my mother in a book I write. It doesn't mean she had anything to do with writing it...LOL. You can buy stock in CDProject (warsaw exchange) and find they make witcher 2 for ~7.5mil about the same for 1, from their financial statements. The 3rd coming up is clearly expanding but it's going for 3 versions I think so cost is ~15mil for the game and amazingly they're publisher will pay 25mil for marketing. But that's not the price of the game, and on a PC this marketing is silly, all of us KNOW what the 3rd is so most of that is aimed at consoles no doubt. I'd argue today it's largely a waste of money. You can market online very cheap or free. Heck give it to the review sites and if you have a great game buyers will come. Grimrock for instance, no ad campaign from Almost Human at all. Forums, reviews, Gog etc did it all for them. Word of mouth. CDPR is trying to go too big IMHO for stuff like cut scenes etc. One guy does those at almost human for grimrock2

Most wish they'd spend 25mil on the GAME, 15 on marketing. The costs were much cheaper the first time as it was PC. Witcher 2 went up due to xbox. Witcher 3 due to ps4 being added (maybe even a xbox360/ps3 also?). Witcher 1 was made by a small team (but for PC only so easier). Witcher 2 added a console so of course you need some xbox360 guys added to port it all. More needed for 3. But if we're talking a PC game (like I was) it's a small team as noted many times here. I could name more teams doing this but you should see you're wrong already.
Wii-Wiiu/Vita/3DS games are made for under 5mil with 3ds/vita coming in at under 2mil. Lower res, smaller assets, easier to make etc. But again, I couldn't care less about consoles, I want them dead and don't buy their games. All the games you mentioned are what I call part of the problem (consoles)...

They give away hardware at losses mostly, then have to screw you on the games to make it up. Bad model and a dying one.
I shouldn't have to PAY for any car in a car game. I shouldn't have to grind for 2 years to get it either (which is what they did in GT6, you can read everywhere you grind forever or pay up). This is milking your customers plain and simple. I never had to buy cars in Nascar, GT, etc before, why now? Nobody is forcing me to buy this crap, but when I pay $60 why am I charged for stuff already in there? MILKING. Clearly from above you don't need to spend 100mil to make a great game and make great money.
I'd much rather see all the big boys die, and the teams go off themselves and make great games like the ones mentioned above. Take the marketing out, milking out, remove shareholders pushing games out early to satisfy them and we will get better games. The game MAKERS get rich then instead of some CEO's who make nothing in games (kotick makes nothing right? EA's ceo etc make nothing in a game). Can you make a game that is really expensive? Yeah, but why when clearly you don't have to if done right? Today you don't even have to make your own engine, and the ones they have (unreal 3/4 etc) do most of the heavy lifting for you allows much smaller teams. You can download the SDK for unreal and make your whole game before giving up a dime (or pay a lic fee up front to avoid a percent of your game at the end) with any size team you want or can afford. If memory serves if you go this way, you pay them 20% of sales. Making games is easier than ever with today's tools.