Because manufacturing cost and other costs that are a direct per unit cost, as opposed to an over all sunk cost like development, can not be recouped by 'making up for it with volume' as they say.
So a company selling such games will have a higher price floor than games without those costs, and due to that floor may not be able to achieve a profit maximizing profit maximizing point that a game without those costs may be able to achieve (such as selling 100 million games at $1 each). Their entire set of optimal production possibilities would probably be shifted inward.
Not saying a consumer should factor this in, just the game maker has a restriction on the consumers they can target that they would not have without those costs.