I would love to see how much of a typical AAA budget actually goes into developing the game, to the code and gameplay parts, to the artists and sound techs (not Voice Actors, or Movie Actors).
I'll bet less than a third of the budget is for developing the game, and more is paid for the additional human assets (top actors, legal representation, business executive representation, special 'gift' money for corporate co-operation)... and even bigger chunk goes into marketing, paying for all those adverts, special launch events, none player issued demos and interviews, royalties to hire certain entertainers, use of IP held media, paying fines incurred during stunts.
Generally trying to hype the game up before players actually realise the eternal truth ... there is no spoon,err game.
I mean say a game like Kleis Dont Starve... graphics are not going to melt even a built in internal graphics card let alone some gaming cards, and the voice acting...some random instrumental blaring at various base or treble settings.
Do I care if Vin Diesel or [insert popular actor here] is voicing the main character, naah I just dont want to starve in that game.
Do I really care if [same actor here] is the voice of my gun toting avatar in CoD ? Nope, too busy QQ'ing about SMGs and Laser sighting.
I dont even care is [popular band] is bashing out the background tunes in my games, thats background noise not the aim of the game...unless its a Rock Hero or Dance game.
I bet most of a AAA budget is wasted on legalities, royalties, executive wages, lunches, handkerchiefs for the divas and actors and musicians... how much could be cut out if they tossed out the top actors and hire decent average actors to do the voices ? How many LESS copies if another actor did Soap McTavish in CoD ? Will Metal Gear fail because Hayter isnt Snake ?