I used those figures because I know people in the area that make those salaries and have seen the office space that rents for $1500 a month (and that included all utilities).
He found himself an incredible deal, just spent some time looking and the cheapest office space I could find in the Raleigh area was over $12/yr sq ft without any utilities included. Much, much cheaper then anything in Valley or Megalopolis but a very far cry from the deal he apparently got.
The office space I quoted is one large room 2400sq ft. divided into cubicles. It wasn't a dump by any means.
For ~20 person staff? I wouldn't want to work in that type of space, although I suppose if you are using that as an example of what's wrong with the industry in terms of the way it treats people, it would be a good example.
Most people commute and here can rent nice places for about $1200 per month add in utilities and food and living on $2k a month here is easy. That leaves $26K a year for other things.
Like paying for their own medical insurance out of pocket? If they have a family, going at it without the backing of an employer that is about a quarter of their disposable income alone. Not saying it isn't doable, but it certainly sounds like a white collar sweat shop.
Paying someone $10 million will not make them create great art. They either can do it or they cannot.
I'd love to see anyone create a game that can match the production values of FFXIII for $10 million. Certain things you just have to spend more on. That FFXIII has pulled in ~$200 million so far seems to indicate that budgest in the $60Million range can still offer a rather decent ROI if it is for the right group of people. Hell, GT5's release is a ways off, they have already spent in the range of $60Million and they have already turned a profit on the game. Sure, you can create some small market PC game for relatively small amounts of money and be profitable, but if you are looking to make hundreds of millions of a game today, you need to have a budget to compete with what the 'big boys' are doing or you aren't really going to have a chance. How many games made for ~$2Million would a publish need to turn out to make ~$140Million in profit? Obviously, the risk factor is shockingly different between the two, but there is lots of money to be made on huge budget games, games that could not turn out the same without a huge budget, and publishers like seeing huge profit numbers next to any product, hell any decent manager in any for profit company likes to see that.