What you're pointing out is that the games produced are increasingly either "AAA" or "indie," while the mid-budget titles are gradually eliminated. This is analogue to an evolution phenomenon called "disruptive selection."--Under certain conditions, a species' traits would evolve to the two extremes and the more "mediocre" or "mild" traits are eliminated.
One of the possible conditions leading to such "disruptive selection" is extremely fierce competition, defined as low resource available to each individuals. In the current video game market, such fierce competition is perhaps resulted from the relatively weak economy and large number of game developers. The existence of pirating through bittorrent certainly exacebates this condition.
It's a classical case of market saturation albeit one combined with lowering margins. You have growth during which new competitors enter the market, at some point market demand is met or is surpassed and an equivalent of a Darwinian struggle takes place as the weak get culled. At the same time in order to compete successfully you need better production values, so you need to invest more. But the more you invest the more you need to sell but at the same time you can't push the price up or your competitors will eat you alive and you won't sell jack. One of the basic rules of microeconomics and production is that when marginal cost to make a unit exceeds marginal income you stop because your margins become suboptimal. The problem with games is that variable costs tied to production size are negligibly small compared to the fixed costs that need to be paid to actually start selling the thing. Development is basically risky business because it is the bulk of the costs that at the same time is a hard to precise amount. You can ballpark it and you should along with making a "just in case shit costs more" cash reserve, period.
The other issue is that games as a product are highly subjective, this is essentially endemic to every product that's bought for "creative values", "entertainment" or "design ideas" if you will. With something like say a car you know what a car is supposed to do, it is supposed to get you from point A to point B within the parameters the consumer demands (fuel efficiency, top speed, passenger capacity, range on a full tank stuff like that). It's a good product if it does that, has some nice bonuses and is cheaper or comparable to other cars that can do the same. So you know there is no reasons it shouldn't sell as long as marketing is all good. Cars can be objectively compared, they're pretty similar in what they do and consumer expectations are easy to determine.
But then you take a game. When do people like a game? When they are entertained. But what it means to be entertained for a person is something that is pretty much impossible to define without mind-reading ability. Furthermore there are many things which can go wrong. The online service may suck, the replyability may be too low for the target consumer group, the art direction might steer away people, DRM may be considered intrusive, somebody may not like the weapons, somebody may not like the pacing, another person may not like the story. The Gaming Industry is simply a market research nightmare, but it's not just it.
So now to my point, my point is that the industry at large may not be aware that they're dumping too much money into development (compared to what they can earn from it) because predicting how much a title will sell is borderline impossible. Sure you can use similar titles as yardsticks, but then it may not sell because the consumer is tired of the same old corridor shooter (which will happen soon(tm) hopefully). They don't know that, what is worse is that this situation leads to unintentional price dumping, when games are sold below the price required to break even reinforcing that price and causing more games to be made at budgets above their means to sell. This is suicidal competition, a battle of endurance between the AAA publishers. Essentially it will show who has the most money to burn before the "invisible hand" of the market put its back into equilibrium to reign among the ashes, in a lot of countries price dumping is in fact illegal. But in the gaming industry, due to the nature of game development and sale budgets, it is in fact impossible to know who is dumping and when and it is probably unintentional as I said. But it is bad for the industry.
Now sure, piracy in part is lowering profits. But it's overall influence is negligible because as I mentioned before demand is high when something is free, when you pay 50 bucks or more for it few who pirated it will buy it. The market is crashing, it had to eventually as perfect econometric models, especially for such a subjective product like games, don't exist. So knowing for sure if the market is all good or not is impossible as well. You can make educated guesses like I am doing here based on what I know and what I see, but old wisdom shared among generations of economists and analysts says that the crisis comes when you least expect it. Whether we're talking about games, wall street or the record industry the case is always the same, companies get caught with their pants down when shit hits the fan. Some don't but most do.
This is why you can still occasionally see some "AA" mid-budget genre titles as console exclusives (Bayonette, Asura's Wraith, Dark Souls before PC petition, etc.) and equivalent PC-exclusive genre titles are almost completely extinct (STALKER is perhaps the last PC exclusive "AA" genre title).
I'm not saying The Bay should be cracked down (which is impossible as I consider pirating as an inevitable spill-over effect of the internet). Just saying that bittorrent is at least partially responsible for the decline, at least on PC.
Depends how you define mid-budget AA on the PC. Could Paradox Grand Strategy games be considered mid-budget if you say that for example FTL is low-budget? What about Galactic Civlizations II, that one cost 300k to make from what I read. What about say the last Gothic series
rape game? Is that AAA or not? If you ask me that kind of market exists, but data on budgets isn't freely available unless you would dig into income statements of listed publishers on shareholder sections. Assuming they listed development costs individually and not just lumped it in operational costs with everything including the plumbing