MeiSooHaityu, on 12 July 2016 - 08:12 AM, said:
Making a game is expensive and time consuming. This makes new IPs risky because the dev/publisher has to deal with a level of uncertainty on whether a new game will become popular and they will make a profit.
Existing IPs that are/were popular would offer a bit more security because it was well loved and there is a nostalgia factor involved with the IP. This carries less risk than coming up with a brand new IP that no one has heard of and just hoping it catches on.
You see this in both gaming and Hollywood all the time. That is why there are so many remakes of old movies from the past and when why there is a successful film or movie, it is sequeled all to hell.
Marvel movies, Call of Duty games, etc... Are all low risk high yield IPs that will be ran into the ground with sequels to milk as much money as possible.
Actually, if there was a real reason MechWarrior wasn't made earlier and more frequently, it's probably because it wasn't a twitch shooter. It was probably lumped into the whole fantasy simulator genre which has laid stagnant for years (like Freespace, Wing Commander, etc...)
Tl;dr
I don't think devs avoided MechWarrior because it was an established IP, they avoided it because it belonged in a dead genre and wasn't a CoD or Battlefield clone. The fact we have it now as MechWarrior Online (and Battletech) is because gaming is taking advantage of the whole nostalgia cash safety blanket that Hollywood has relied on for years.
Heck, PGI has demonstrated that no matter how mediocre you treat a franchise, no matter how much people complain of forums... they still spend money on an IP.