Pretty much exactly the inverse of this in reality. When you have the indie scene as successful as it is today, and complicated games like LoL can sustain a playerbase so large and consistently, there is way more opportunity today, largely because of how great the potential playerbase is now. Way more people are playing video games today than they were last gen, and that's not just mobile/Facebook/Wii markets, but in the core markets as well. Something with as weird and unconventional of a pitch as Minecraft is now one of the biggest and most influential games ever.
Yeah there are inherently problems with the genre ATM, but I think blaming the consumers or people at large is a massive cop out. Make better, more competitive products, and people will gravitate towards them. If it's not as successful for some reason, there might be a problem with the product, be it a preferential thing or something more objective that's lacking. Blaming preference is further in the deep end.
Well when the audience grows the %'s stay roughly the same. So even if more people buy such and such. Is it really a bigger % of people than it was before?