>>72074394.
When you're a small developer, you can afford failure because you haven't invested much into it. You fail, no big deal, start the next project. When you're a medium developer, you can afford to fail a couple of times. You got a couple of projects, some don't do so well, but the others make up for it.
When you're a huge developer, you can't fail. At that point, it's sink or swim.
You notice some of your contemporaries doing well, but you also notice others sinking. You panic. Your last project was okay but not super successful. You see the look of your co-workers faces as they dread having to move back to Wisconsin to start all over again if this next project fails.
What you need now, is a sure thing. You gather some data, you see that your publisher owns the rights to a super popular game that hasn't had a sequel in a decade, but first they want a remaster of the original trilogy to generate interest for a sequel. Perfect! This will DEFINITELY work! WE CAN'T FAIL! WE HAVE TO ENSURE MY FRIEND STEVE FROM ACCOUNTING DOESN'T GO BACK TO WISCONSIN! WISCONSIN SUCKS, UNLIKE OUR EXPENSIVE LOS ANGELES OFFICES THAT WE *MUST* KEEP!
And that's why old franchises are being milked instead of the industry creating something new. Same shit happened in the 80s with the animation industry after all those 60s and 70s blunders.