It might be a case where they're projecting costs and a pessimistic Fortnite market a few years out. I doubt this something you do after the money is gone. You'd look ahead and see your runway in a down market is way too short and cut costs.
You can't just bet the farm on dropping a new $5B/year game.
Ok, but Fortnite is a massively popular success, even as its popularity slips. Fortnite's run so far could have sustained Epic for years, even without other revenue they get from things like Unreal Engine. Games as a whole may be a risky venture, but we're talking about Epic here; the mystery is not how to succeed in games, but how a company that had an earth-shattering run of success in games is now in such a position.
I think the real sin is just cutting against the grain on your services and library boundaries.
It's not that hard to version and deploy multiple services and libraries. If you need the flexibility of that separation, it can very much be worth it.
But if you separate them and still treat them like you're in a mono whatever and you cut corners on keeping your separation clean and clear, you're going to have a bad time.
Either pattern has its advantages. It's best to remember that they're just a pattern and you should be doing one or the other for a reason.
Look at Mr. Never seen an off by one error over here. I realize that putting a remote service call in between functionality adds complexity, but this is just so laughably hyperbolic.
You can't just bet the farm on dropping a new $5B/year game.
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