Sooner or later, the physical size of consumers living rooms will determine the upper limit for how highres a screen can be.
With that said, believing that infinite growth is possible in an infinite world is still both unscientific and retarded. While the economical cost of consumtion of luxury goods might decrease due to efficient production, the same is not always true for the ecological cost. At some point we will have to transform to a society where production efficiency increases no longer means that we buy a larger number of iphones every month, where we instead use increased efficiency to work less and increase spare time.
If you ask an scientist working with climate change, i guss he/she would say that we already have passed that point..
Oh wait, you aren't living in the us, are you?
Also, it's funny how non-developers looks at the concept of a "game engine". Any time that a game studio releases a tech demo and proclaims "this is our new game engine!" it's almost always the old one with improvements. Might be as little as tweaked shaders and new 3d-art.
A game i worked with got a "best technology" award from a magazine in the end of the last year. What the frak do the reviewers know about our tech anyway? For all i know, we used some quite instable and often non-revolutionary tech to piece together a game that looks different from others.
It appears to be much easier to simply spend oodles on marketing and advertising rather then produce something original.
Blame it on the market, history tells us that good games and games that get good reviews does not necessarily sell. Well advertised and hyped games, however, DO sell.
And the point of doing minor DLC is not to make money from it directly. The point is to give a promise to the consumers that there will be DLC shortly, and make them hold on to their copies instead of reselling them, which would bring zero money to the publisher. This is not some theory of my own, it is what our publishers tell us when they are ordering us to do minor DLC. Why they charge so much for stuff that would have done it's job perfectly when released for free is beyond my understanding though.
It's funny that the example in TFA where the true strategy was most obvious, the DLC for Alan Wake, was where the author was most happy with the product...
I have been a game developing 3d-artist for many years, and i'd rather hire a geek that became an artist than a "fine artist" that learned to do 3d.
If you want to create a hit as an indie startup, you make something like Braid or Limbo.