"But at the same time, you probably don't have to dis the new fastest-selling entertainment product is history to get that point across."
Yeah, you do, actually. AAA just isn't sustainable. How many developers can spend $265M on production? How many publishers will now be chasing after Take-Two's success? And how many developers will fold because that success can't be as easily imitated?
On the other hand, Supercell built Clash of Clans with a budget that's estimated at less than $250K. For a long time, Clash of Clans was seeing revenues of $3-5M/day, or put another way, up to 20 times the investment (2,000% ROI) every day.
Now, $800M in gross revenue is nothing to scoff at, but the cost of and thus breakeven point for GTA5 was $265M. The remaining $535M was, presumably, profit. Take-Two managed to get just barely over 2 times their investment (200% ROI) on day one. That's great. That's awesome. But will GTA5 bring in $535M every day for even a week? I don't think so.
The descent of the sales curve for successful console games from the peak is quite steep but the product life cycles are much longer. However, the descent of the sales curve for successful mobile games is much more gradual, although the product life cycles are shorter.
In addition, while a day-one $800M figure is exciting, if you're an entrepreneur like Molyneux, you're impressed by repeatable successes. Securing $250K might not be the easiest thing in the world, but it's a lot more practical for startups than raising $265M.