It is true that making games is hard and making a profit on them even harder. I disagree, however, that adrenaline/story/polish necessarily compete with the educational aspect. I think The Learning Company soundly disproved that through the mid-90s.
I happened to be in the right place at the right time to benefit from the height of the education game boom in the early/mid-90s, so I got to play the fun Math Blasters, ClueFinders, Carmen Sandiegos, Incredible Machines, Dr. Brains, Zoombinis, and also a bunch of adventure games which featured some logical/observation puzzles like the Myst series (never mind others mentioned like Oregon Trail, Civilization, etc). So I'm a strong believer that -someone- could pick up the magic that The Learning Company (and Broderbund) once owned.
I happened to be in the right place at the right time to benefit from the height of the education game boom in the early/mid-90s, so I got to play the fun Math Blasters, ClueFinders, Carmen Sandiegos, Incredible Machines, Dr. Brains, Zoombinis, and also a bunch of adventure games which featured some logical/observation puzzles like the Myst series (never mind others mentioned like Oregon Trail, Civilization, etc). So I'm a strong believer that -someone- could pick up the magic that The Learning Company (and Broderbund) once owned.