Part of the scale is that unlike an indy game, whatever junk EA puts out will end up on every platform and in physical and virtual game stores around the world. Every year when they rerelease the same game.
I don't know what you mean by this. It sounded like OP was talking about scale of content. But it does not take a triple-A budget to be on multiple platforms on physical disk. It takes a relationship with a distributor (through your publisher).
I would even go as far as to say it's easier to distribute indie games to different platforms, for a lot of reasons. Mainly that you have a lot less people to pay and you're likely using an engine that can do a lot of that technical work for you instead of an in house engine.