No longer will a company with a not-enough-money-to-buy-a-shoestring budget be able to produce top notch games capable of the sales needed to make good amounts of money. Because of this, I see a need to have both a great game with all the art, story, mechanics, ease of use... and a solid business plan.
My intention is to build a video game that will sell hundreds of thousands of copies. I have built these assumptions into my business plan because it is one of the only ways to show the revenue needed to secure funding so that I can even get a chance to make the game. I also believe that along with a good idea, you can systematically approach the project like it was any other IT project.(just different variables and dependencies) My business plan proves this is possible and shows that I can reduce the risk involved in investing in a video game.
The problem the 14 year old faces is the lack of business knowledge, and the lack of resources. Both of these contribute to a less than top-notch game. This column discusses games!=money. I totally disagree with this. Aside from a flop product and poor planning, you can make a game with a good idea, proper planning, marketing, and a business strategy, that will sell well and produce the revenues you seek.
I guess I should clarify my thoughts a little more. When people talk about passion for a game, I assume that it means they have the desire to see the game in satisfied customers hands. The benefit really comes from people ranting and raving about how this game is the best yet etc etc. Since all of these games have made tremendous amounts of money, it is easy to follow this to a logical assumption. If you want to make a large amount of money in games then you have to produce a game that is minimally of the quality attained by your predecessors. To this point, I have assembled my judgements on the video-game industry.