As a software engineer trying to scratch a living from freelance scraps and odd-jobs and had to resort to forming his own company because there's no work going locally, that whole Skullgirls ordeal made me sad. $150k is an incredibly small amount of money for the insane amount of work that goes into a modern, high resolution 2D fighting game character, and that's without even touching on game balance. Especially when the developers have families to feed and could easily drop the whole thing and get a job somewhere outside the games industry for a lot more money. As consumers we should be rewarding these people, not attempting to cage them and screaming at them like rabid monkeys when they aren't grinding out content day and night.
Sadly, these kinds of people aren't just ignorant gamers. I have people hounding me every day for "just a small simple app that does... everything in the fucking world" and then balking at the figures I quote them because some moron who couldn't even do the job if he tried quoted them $500 and inevitably fucked it up.
I think it's important that gamers, ones who are as involved as most who frequent these kinds of sites anyway, really should be a bit more educated in this field, but it's also not as easy as it could be. And I think the problem is with both sides, developers hardly ever talk about how much things cost them unlike movie studios, where you can find out the budget of a movie quite readily. Then on the consumer side, it's already difficult enough to battle this creeping wave of self-entitlement and willful ignorance, it doesn't help with bedroom developers pitching supposedly world-changing Kickstarter projects for a couple thousand bucks. It contributes to the problem by skewing peoples already warped view of game development costs.