At last the voice of sanity. Most of the comments seem to be entirely unaware of commercial reality. Triple A titles are high risk and increasingly low return propositions, even at half the reported $100 million Starcraft2 cost to produce represents a massive risk on the balance sheet. Whereas a casual game costs around $1 million and can be live in about 6 months. The risk/cost on a casual game is negligible in comparison to a AAA title. The only way the games companies can cope with the consent above inflation rises in cost is to either, raise the price (running the risk of increased piracy) or to produce casual games to cross subsidize the production costs.geizr said:I think you all are missing the point of the attention on "casual"/social gaming. As far as I understand, game companies are struggling with profitability in the so-called true gaming/"hardcore" gaming space. In order to be able to continue producing the kind of games you all like playing, game companies need to find new strategies to obtain profitability that will allow them to make more substantial investment in game innovations. The sheer size of the "casual" and social gaming markets have the potential to provide game companies a buffering reservoir of income and profit that will allow them to take on greater risk in game develop, increasing innovation and variety in games. While it is true that the markets don't overlap, there is very good reason for any game company to be considering expanding their operations into the "casual"/social gaming space for the expressed purpose of being able to remain in business.
Another thing, there is such a thing as opportunity cost. It's an old concept that has to do with losses incurred from lost opportunities. Basically, the entire "casual"/social gaming phenomenon represents an opportunity cost that game companies have incurred exactly because of the very insular type of thinking you all are expressing. It is entirely possible that had game companies realized sooner the possibility and scope of "casual"/social gaming, they would have made better capitalization on it sooner and mitigated much of the current financial woes they are currently enduring. Thus, news of the state, nature, and financial solvency of "casual"/social gaming can be of critical important to the future business strategy of almost every game company out there.
Honestly, people, quit being so irrationally cynical and insular all the time and trying to imitate the attitudes of Yahtzee, and learn to look at the bigger picture of things.