Journey has only now begun to make money, and why “hits” often aren’t

We tend to have problems separating how often we hear about something, or how many awards something wins, and how profitable that content is for the developer itself. Being well-known doesn't always equal being well-paid, or at least it doesn't always mean the revenue brought in from a game offset the often monstrous cost of its creation.

This is a quick look at just how difficult it was to create Journey, and how thatgamecompany is now beginning to actually see money from the game's release. I'll leave you to decide what lessons can be learned from this situation, but it's a fascinating look at the gulf that often exists between perception and reality.