Per Wikipedia, it says that typically, the developer gets 20% of royalties, with the rest going to the publisher. In this case, the publisher owns the developer, so it's proably not as steep, maybe 30% or 40%
My buddy is a buyer for Walmart's electronics department and said that on average their margin is about 15-20% of profit on a typical next gen game. So if they sell a game for $60, they keep about $10-$15. It was about $12-$18 on the Xbox and PS2 systems.
So taking the best case scenarion, Take Two/VC is spilliting $50 a game, with VC getting probably $10 and TT getting $40. Being that the producer owns the actual development company, this is probably split a little more equally. Maybe 60/40. So even with that, VC is only getting at most $20/game.
Even if it is a team effort, they still have to pay royalties to over 240 players (of which some may also get a chunk off of the top), pay salaries to probably 50-100 employees, pay for any marketing they have done (which now explains why it is next to non-existant) and any other costs involved in making the game (burning the games, packaging, shipment, etc.)
The bottom line is there isn't a lot of room for these guys to end up in the black without selling a lot of games.
200,000 copies at $50 is $10M for TT and VC.
What do you think the average player received to be in the game? Maybe $10K? I'm sure a lot of players got less, but I'm sure some of the bigger names got enough to bring this number up.
So at about $10K for about 250 players, that is $2.5M. which leaves about $7.5M to pay for everything else.
Anyway, that is my quick, top level financial breakdown.