Well no I did both.
Microsoft and Sony have to hire a shit ton of people (a point I brought up in my other post) to develop and maintain the plethora of services they offer such as identity services (single sign on), social services (profiles, friends, trophies, moderation, LFG,), and communication (voice, text, video). Employees are not cheap. Microsoft and Sony pay their employees a lot of money which is a point I brought up in my original post. I'm talking hundreds of thousands of dollars a year per employee for their engineers and executives (another point I brought up in my other post). Microsoft and Sony also offers a shit ton of support agents to deal with your issues immediately like via chat, phone, email, forums, etc. (another point I brought up in my other post). They also have to deal with moderation (i.e. suspensions and validating reports).
Across all Xbox Live services and apps and any of the features and applications they develop we are probably looking at over a hundred developers and IT personnel. That's just salaries.
I also talked about in my other post that when you provide these general services the server costs look a whole lot different than providing actual game servers because game servers don't do much and there's low standards for them, they essentially just synchronize clients. An enterprise grade service is supposed to be highly available, secure and be able to handle large loads. The servers inherently cost more because they have better SLA, better support and more infra/services to facilitate those things. For Microsoft/Sony to run something like universal sign on services for players cost significantly more than running a bunch of game servers. Not only because of the expensive engineering work to build/support the underlying service but the actual cost structure of the operations is different (something I also mentioned in my other post).
Expensive Employees + Expensive Enterprise Grade Services. = A lot of money.