I think DEFCON 1 intended the "big-budget opuses" to be the splatbooks, rather than their modules. WotC doesn't put much time or effort into modules and they don't expect to generate the blockbuster money from them. They will put some out to be seen as supporting the line, just like occasionally big studios might release a smaller budget film as pet project and keep some claim to "artistic endeavors," but it isn't their focus.Uhm... yet WotC's "big-budget opuses "... don't seem to be satisfying "as wide of an audience as possible.". In fact, IMO, they seem to be loosing more and more of their audience. Anecdotally... I bought Thunderspire and Pyramid... but with those two adventures (compared to Paizo's) WotC lost me as a purchaser of adventures. It would take one heck of a review by someone I trust to ever get me to buy another adventure from them. Honestly, sometimes first impressions count.
Even if I don't get to run them all, I still prefer to read modules over splatbooks.
I suspect you are probably in the minority on this point.
As a guy who runs games, I love to see a small core line of rule books and a shelf brimming with adventures. That's the system for me.
I would be more inclined to think that what WotC wants in their adventures is basics and simplicity. They want to have the modules on the shelves of Borders to be so easy to use and not confusing or in-depth that a kid who is given a PH, DMG, and a module for his birthday can sit down and figure out how to play the game without his head exploding.
I am also a member of this "minority"
Seriously, it has always been my opinion that the #1 reason for the success of D&D relative to other RPG product lines was modules. As a guy who runs games, I love to see a small core line of rule books and a shelf brimming with adventures. That's the system for me. In my opinion, quality GM aids are the determining factor in the success of your RPG. If you turn out good adventures, people will play your game, and simply no other RPG product line has had over the years the focus on adventures that D&D has. What it means is that more players are willing to become GM's, more adventures get actually run, and you end up with more fans.