This only leaves a few areas; niches which are both small and require very complex solutions; or software with low profit margins which have high risk of failure and short-lifespans (which is what most games are). Due to media saturation, for the former approach (complex niche), you basically have to market the solution to people door-to-door, one-by-one.
My experience of the game sector is that it's very difficult. Before you even begin coding, the definition of runaway success is basically "Attain a few million views, then watch traffic dry up completely as the game becomes completely irrelevant over 6 months." I could never get into games because knowing that you probably won't get recurring income is just too demoralizing as a starting point. Building a game like Minecraft is basically outside of the realm of possibility... Games like Minecraft, World of Warcraft are essentially 1 in a million games. You're better off just buying lottery tickets.
That said, I think the game sector seems to be more meritocratic than all other sectors of software that I'm aware of... Not sure that's saying much but I do think there is a correlation between quality and 'fun level' of the game and the short-term adoption of the game.
Most other sectors of tech are a maze of regulatory capture, network effect monopolies or the sector is fully government-controlled to begin with. It would be nice if governments would tell people "Don't do a startup in this sector because we already decided which company will control that sector." because it sucks to find out after building a solution for 1 year.