A few facts you should be aware of, then.
1) Intel is, in fact, working on a new architecture - what they call the "Teraflops research chip", where the lowest-level product will have 80 cores. (Probably 64, with 16 disabled to increase yield, but meh. It goes up from there.) This is not an x86-compatible cpu, although *this* time they're going to bundle an x86 emulator. See
intel.com for details.
Anyway, the individual cores will be much slower than current x86 cores, although this is somewhat made up for by being able to use higher clock frequencies. You probably won't want to run it at full speed all the time, though - power usage is roughly proportional to the square of the clock frequency.
2) AMD is, instead, working on a new architecture with a low-count multicore x86 CPU in the center, surrounded by dedicated hardware such as physics chips, GPUs, etc. etc. - business as usual, basically. I really prefer Intel's approach.
3) Ad-hoc thread-level parallelism, such as.. pretty much every game that uses parallelism at all uses, is not the future. The future is in automatically dividing tasks at a *much* finer granularity, giving you enough fractions to feed 80 cores, 320 cores, any number of cores the user wants to throw at it. Ideally the (potential) number of divisions will be proportional to the amount of work that has to be done, so you can always handle a double-size simulation by doubling the number of cores. This is actually unusually simple for games, because they have a time axis; it shouldn't be too hard to design the code so the game state at time T is only dependent on its state at time T-1 (or T-n for n>0. The point is not to have state at T depend on /other/ state at T.) Then the order of the operations doesn't matter, so you can in principle do all of them in parallel.
This is made much easier by using fully functional languages such as Haskell. Sure, there's a performance cost (less of one as the compiler is improved; about 50% increase in cost now, if you're lucky), but who cares if you can use four times as many cores and take less time to write the game in the first place?
I hope you enjoyed this introduction to CS 3201.

Any questions?