Fine, we disagree. I don't see how one would pitch developing one's game in Android. Too many variables:
- Screen Resolution - A free Android phone from my carrier is 480x800. It isn't, but for convenience's sake, let's call that the base. Top is 1080p (1920x1080, I always have to check), with 4k on the horizon eventually.
- Screen Size - Phone is 3.7", top "vaguely affordable living room" screen is what, now, 80"?
- CPU / RAM - God only knows, let alone the question of resources actually available.
- Local storage - How much? At what speed? HD or flash?
- Network Connectivity - GB cat5 to DSL/Cable, Wifi N to DSL/Cable, Wifi A to Coffeeshop WAP, 4G or 3G?
And yes, you could get the marketing guys to minimax the target hardware / audience, or split your offering by platform (e.g. Non-NFL Madden where roster management is done on tablet/smartphone, gameplay on Ouya or similar, data in the cloud).
But you're adding cost at every step, and your initial install probably has to be under $10, with a free taster edition. That's a lot of in-game sales.
No PHB in their right mind is going to tackle that. Even if you said "ok, only the Android game consoles," there have been, like, three or four already, with a market penetration of (pretty nearly) nil.
Trust me, I want to believe. I just don't see how it works out.