It's not needed for existing, conventional games and franchises as they already sell. You can invest a large amount into 'Halo 3' or 'Racing Game 16' because they sell and you can be confident to make your money back. It's a huge risk to invest heavily in 'Abstract Weird and Uncovnentional Game' as you don't know if the public will lap it up or not. In the case of Okami, consider the investment that went into that. If it sells a million copies, great! If it only sells 40,000 copies, that's a waste of money. If instead they had released a download starter title in that style, offering gamers the stylized graphics and gameplay at an entry level price without such a large investment, they could have judged from the initial 40,000 purchases 'this game won't do very well. Let's leave it at that.' Or if it sells a few hundred thousand, go ahead with part 2 and grow the series.Wouldnt that be true for every game, dont take me wrong I do think I could very well like of episodic content (althought I dont really like the way it is being made by valve). Why not sell each of the Halo levels or Obvilion quests in episodic content?
If I were a developer, that's how I'd do it. I'd have my big main title that's a bread and butter game with bread and butter potential - Sci Fi FPS number 32 - lacking in originality because the mainstream keep buying the same old generic ideas. And on the side I'd create my artistic, visionary, out-there masterpiece on the cheap, testing the water with how much effort to invest in it. When I find everyone's too busy playing 'Sci Fi FPS number 32' to give a damn about 'Artistic Visionary Out-There Masterpiece Part 1' I haven't lost much and know not to waste more developing it. Then I can get to begrudgingly creating Sci Fi FPS number 33, hating the masses for forcing me to develop the same old same old over and over, and create 'Unique, Brain Expanding, Surreal Game Experience part 1' on the side to see if that one has any chance of success or not!