When you’re running a company, a public company, you need replicable revenue from hit to hit to hit. If you’re Electronic Arts and you’re looking to have an increasing level of sales year after year, and you have a captured audience base that you’re targeting—As a result of some of the things that have been happening in the markets for game companies that have gone public and shown recent earnings reports, what you’re seeing is an aversion to risk.

On the mobile side you’re seeing the cost of acquisition exceeding the lifetime value of a user. Lifetime value is how much people are going to pay for a given game. That’s the metric for a lot of the free-to-play games nowadays.

But we’re not really talking about finance here. We’re talking about creativity. All that stuff reflects a lack of desire on the part of leaders in the games industry to take risks. The risk to reward ratio is very high. You have to take a lot of risks, even if the reward is potentially tremendous.

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