Two significant changes, now: It's had to adjust for inflation, but I think the convenience of getting it beamed to your device instantaneously makes up for it.
The second is that the overwhelming majority of the readership is women (in the comments of the original interview, Locke suggests that his readership is up to 80% women who fantasize, as they read his exploits, about "changing" the protagonist for the better).
Welcome to the indie economy revolution. First they came for the apps (the vast majority of the top 100 paid in the App Store and Marketplace are from indie developers), 1-5 team houses that need only split their massive spoils a few ways; and the numbers are massive if memory serves; something like $10000 a day for a top 10 game, and that's _after_ Apple's vig. And, those who choose free with ads or freemium on Android, can see numbers approaching 1-5k per day (unless you're Rovio, who claims about 35k a day from Angry Birds on Android.
The closest parallel I see to the App Store model is the arcade. Instead of a quarter a play, you pay a buck, but you don't have to shlep over to the mall to play with your friends since they're all on gamecenter or openfeint or Facebook and you can pester them about your score on your wall), and for a buck you get to keep the game.
It's still a gold rush, but with no end to the vein in sight because there are people all over the world with a buck in their pocket ready to buy.
But just like anything in life, you can't be horrifically bad at it and expect to make a killing.