The key, I think, is in two things.
The first is having more control over your ability to distribute the product in the long term, and cheaply. The retail model meant that old games didn't have any opportunity to continue to get sales. Digital distribution means that old games continue to be available, and they can continue to make quite a lot of money.
The ability to distribute titles yourself means that you don't need to do a big hit all-on-day-one launch to make a sustainable living.
The second thing is the ability for some players to pay more money than others. The free to play model is great at this, but it isn't the only way I think that this can happen.
We have the ability for someone to pay $1000 to become a "Diamond" supporter which gives someone the ability to design a unique item (with guidance from us for balance reasons). They do not get given a copy, it's an item that is now available for the entire player base and enriches the game by providing more content for the players.
This kind of piecemeal support for specific purposes is an interesting area that I think could grow in the future.
The overall message I guess is getting away from the need for a big launch then slump, and moving to something that grows and is sustainable for the long term.