Well dang-it, I guess I have to reply to this topic considering my name and all.
As an indie currently, I try to hold my head up knowing that I have more creative freedom in my games and that I don't need anywhere near as many sales as a "Goliath" to be considered successful.
For instance, lets say a mid-sized studio has 100 people. Their publisher is giving them 4 million dollars to complete a game in a year. Each of the employees makes 30k with expenses for equipment and software at 10k, which isn't great. Once the game is sold, the studio doesn't see money from that project again (usually), and the publisher needs to recover 4 million dollars and more to cover licences, advertising, and distribution to turn a profit. So basically double their initial investment to make it 8 million to turn a profit. Now their games are about $60, minus retail costs and all that, so lets call it $50 to make math easier for me.
So ... 8,000,000 / 50 = 160,000 copies need to be sold just to break even.
In order to help gain more sales, they need it to appeal to a wider market, meaning less innovation due to uncertainty in the market. That's why we see the same FPS games come out year after year and the same formula time after time.
For me as an indie, say I have to cover my cost for my Adobe Master Suite, whichever engine I'm using, and then any kind of cost encountered when publishing, which the total would be around $5,000, and I kinda need that before working on the game, so I work as a freelance to get cash-money. Then I assemble my team of 10 people and we work on our game for a year, busting our buns because we have to sell it to keep going. Say we sell a game on Steam for $12 that I made with a team of 10 people total.
Well, lets look at the numbers. Everyone works for free, using their own money to live for now, and they all get a fair cut of the profits from the sale, minus Steams cut, making it $10 even and say we sell 160,000 copies just like the big guys.
160,000 X 10 = 1,600,000. Now everyone on the team makes 160,000, minus our own expenses and we're good to go to work on another title with freedom of design and some real money in our pockets. Heck, we'd be in a better position (in my opinion) than the Goliath employees even if we sold 40k because we're still making the same money as them and we aren't waiting to be laid off because some other title we had nothing to do with lost money.
I guess I don't know why these big development studios are still just throwing money at their problems and failing. They could take a more controlled and deliberate approach by spread the bets a little wider out and quit paying CEO's stupid amounts of money for just sitting on their bums and throwing buzz-words around.
But yeah, that's just the opinion of one David on the matter of Goliaths.