Let's assume that we're representative of the general gaming community. Did Gearbox do any marketing research? Hold any focus groups? Did they do the math and really think that there'd be so many people tripping over themselves to buy the game at its current price so as to make a higher profit then potentially a lot more people buying it at low price? I just don't understand their reasoning. If you subscribe to the argument that low-cost impulse buys are what make the highest profit these days, then this is about as far away from that as you can get.
Let's not forget that it's a re-release, hence there's very little demand. Now I may have only done economics as one small component of one of my 30+ courses in engineering (and I'm pretty sure I failed that part of the exam - the lecturer kept contradicting himself), but given how surprisingly accurate I was about WT and it's sales, I can't help but feel I've got more common sense than whatever economists are working at GB. I'm sure they'll easily make their money back on their investment, only because they probably put so little resources into it in the first place. Although, the one thing this does have over WT is that the original was under GFWL which would have been a put-off for some people initially, not to mention outright prevented people buying the game cheaply later on. Not to mention it's only been released once already

Duke's up to 4 now right? I'm talking 1. Original 1996, 2. GOG.com 3. Megaton 4. World Tour. That's if you don't count things like Atomic edition as another release, or the East meets West collection.
Let's not forget the console ports: 5. Playstation 6. Nintento. 7. Sega Saturn 8. iOS 9. Megaton on playstation 10. Xbox Live Arcade