here has never been a more complicated time to be an independent triple-A game studio. The most widely sold home console of the generation is a motion-controlled sand trap that no one ever really figured out. The more easily reachable part of the home console market has a high point of entry, necessitating lengthy productions, expensive high-definition visuals, online multiplayer, co-op, Achievements, Trophies, and planning out chunks of downloadable content months or years in advance.
For years, the idea of investing in mobile and social games were low priorities that never made it past idle boardroom daydreaming. Recently, those daydreams have begun to transform into actual projects.