What's even more scary is that 18 studios were closed and 11,500 jobs cut.
But all the average user sees is that MW2 has made $500 million and extrapolates that all publishers are evil and games are still too expensive at $60... meh.
A LOT of games are too expensive at $60. There are a lot of 6-10hr $60 games as well as a lot of crappy $60 games. The industry increased prices at retail this generation, has had quality control issues (think of some really huge budget duds as well as 4+ year projects that a ton of cash was sunk based on nearly impossible targets), has resisted tiered pricing models, the HD consoles pretty much abandoned the casual market through numerous moves, and Publishers have made crazy moves (almost 1B for Bioware only to close Pandemic) and continue certain mantras and concepts that are pretty much dead end.
Why aren't publishers developing fast prototyping engines (e.g. like Crytek has shown) and spent a dev team year split up into 10 groups trying 10 concepts pushed into XLBA/PSN. Designs, stories, and mechanics that prove themselves can then be snowballed into full development projects with proven consumer appeal.
The issue isn't that consumers aren't a) spending enough money or b) that the money on a project isn't reasonable.
The issue is publishers put all their eggs in one basket, expect antiquated concepts to push projects through, and throw tens of millions an minimally effective marketing channels and then kevetch when it fails.
The industry has serious problems and until they really address them they will continue on a path of failure due to such small margins.
I look around and see titles like Kill Switch and even Brink that introduced very novel concepts that could, in the KS example, with a quick prototype pushed through a XBLA like channel for mass beta testing and refinement, and then moving forward to a "Gears of War" like title. But instead a good-but-unrefined concept was shoved out the door, it failed, and it was a developer and another publisher that capitalized on the failed experiment.
I think Portal is a good example of taking a concept dry run, testing it out, and then pushing a team behind it. THEN realizing, "This isn't a $60 game" and then marketing it in a way that was mutually beneficial to both consumers and the publisher.
Shareware in the early 90s was a major boon for some games. I think the industry is ripe for a publisher to take a disruptive route in terms of game design, distribution, and monetization with consumers.
Until then software packages ("engines" and dev tools) will continue to be built and discarded, assets "one time and discard" use mentality, and all games will be treated as "major block busters." At least the TV/Movie industry understands you have major motion pictures, prime time TV, sitcoms, day shows, etc. XLBA/PSN are a good move in that direction but there is little cost differentiation at the retail outlets.
Like most things, though, Publishers will push through lobbiest to blame everyone but themselves, become more anti-consumer, and fail to address their own disfunction and aim to preserve themselves through any avenue except real internal growth adapting to the changing market.