To illustrate why he thinks online games are becoming much more mainstream, Paul uses a personal and generational example. His mother is hesitant to buy anything on credit because her generation believes credit is evil. Paul himself is wary of online purchases because of the potential for fraud and identity theft. His son, however, believes there is little difference between buying something online and buying something from the corner store.
He also talks about the iPhone generation and how he believes asset-light games that provide shorter bursts of fun are going to have the widest appeal moving forward because they're cheap, mobile, entertaining, and disposable.
Established asset-heavy games may not see a huge initial decline, but he does predict a decline in the start-up of these types of games because they are extremely costly and require large teams to make. They are also traditionally geared more toward a heavy investment of player time. If asset-heavy games are to continue successfully, Paul believes they'll have to allow for more flexible "time control."
[Via: When casual can get too casual]