"The time when a garage programmer and his artist friend could create a so-called AAA game is long past. People nowadays expect cinematics, lots of content, detailed textures and models and other things which take too much time to create."
Not entirely true.
Granted, a game being published and distributed via traditional retail channels is NOT going to be done by a single digit team of developers working out of a house, it is entirely possible for a small team, and even one person to design and develop a game in today's gaming market, with minimal resources effectively.
Jonathan Mak's Everyday Shooter is a prime example. One guy was responsible for the entire creative process from concept, design, programming, music, etc. and the result was a very different, extremely enjoyable game for $10.
Not a lot of resources are commandeered in the production of games in this niche.
If the game play is simple, yet borderline addictive, people will still buy e-distro games for the price of a movie ticket. PSN, XBL, WiiWare all support this idea.
Can they be distributed and sold for $50-60 through retail channels? Of course not, but they can still be successful critically and from a commercial standpoint due to their relative simplicity.
If anything, it's the big budget games that require lots of resources over a protracted time table that are the threatened species if too many fail to make a profit or just break even.
What that could potentially mean is that fewer risks will be taken, particularly in respect to new, big budget IPs, or at least new IPs with original and untested concepts.
The concept games, those risky, untested, often artistic in an indy film sort of way, are the ones free to take leaps by doing something different without a whole lot of financial risk.