Sorry, yes when I said traditional model I was referring to simply slapping a price tag on a game.
- flash / browser games, which can make money through the sponsorship model
- mmo's, which do best with the subscription (pay per month) model
- multiplayer competetive games, which sometimes do better with the free to play and selling in-game items model (like league of legends) but often do just fine with the selling games model too (starcraft 2, etc.)
- facebook and iphone games, which can do well with free to play
This combination of platforms make up a very large portion of the gaming market today, possibly even the majority. When I think of monetization, single-player desktop games don't even come to mind.
Developers looking to make money without relying on "that one big hit" that so few manage to achieve will find more realistic success with Flash games, browser games, or apps, and much quicker than they will with single-player desktop games.
So sure, if we're looking from your perspective - I'd agree - spend more time making a better desktop game and stick to the limited monetization models that actually work. But these other platforms are where the real money is for indies, where the playing field is more level, and where the monetization of your game is extremely important.
I work on my desktop MMO, Myriad Online, which will be free to play with a cash shop.
I work on my HTML5 games, and license them to publishers across the world.
I work on my apps, which let me experiment with all sorts of monetization methods.
All of these projects require me to think very specifically about how I will monetize them.
But I don't work on a single-player desktop game. Because the monetization options are so very, very limited, and because it is not an attractive option for indies looking to make money.
While I understand what you're saying, our comments were made from two very different viewpoints.