There might be a niche of people on mobile platforms who want real games, but it's so small and so hard to reach it's not worth the effort. Which was my original point. Not that the people don't exist, but it's not worth going after them when you can just make your game for PC and reach 10x the audience.
And the same was said about spiderweb software during the wilderness years, when the only people playing his games were a small group of die-hard gamers who wanted that old-school style of rpg that simply wasn't catered to by the mainstream.
My thoughts on gaming, and I could be completely wrong about this of course, is that tablets do offer a lot even for the hardcore crowd. Sure you won't get the bestest graphics evah on tablet, but there are a few genres which work really well using a touch-screen UI. The style of game that Vogel specialises in, ironically, is one of those genres. If one or two developers can successfully port (or develop) a proper indie rpg on mobile, then they might be able to attract and retain that niche of gamers. I know I for one would buy well made mobile rpgs, because tablets are actually very very convenient once you start to use them a bit and realise what they can do.
Finally, when you quote statistics for SRR and Dragonfall, you have to remember a few salient points. HBS basically fucked up SRR; this was a crew that didn't even bother putting in save game functionality into a PC game, because it was too hard for them. They blew a shit-ton of money on making the game look nice, but simply didn't understand how to design PC games properly. Dragonfall salvaged that to a large extent, perhaps because they listened to what their customers were screaming at them - save game functionality, dragonfall as a standalone purchase and so on. But it wasn't for the lack of trying to fuck up based on sheer idiocy.
Now look at how SRR was taken across to the mobile platforms - it was priced at the top end for the platform, specs were set so high that only the best tablets could get the game to run, and even then it ran badly. Anyone who looks at the game (PC or mobile) is left scratching their heads wondering why the fuck it runs so badly - i.e. this isn't really a problem with the platform, its that HBS couldn't design properly, and couldn't optimise what they had once they built it. They've dropped the HK expansion from mobile platforms because they claim that they don't want performance or other issues to downgrade what they design for the PC, but the reality is that if they had a streamlined engine and properly optimized code, it wouldn't be an issue in the first place. My own suspicion is that they simply couldn't be bothered to optimize their code properly, and the PC is more forgiving because you have a lot more processing power on the latest generation of desktops and laptops.