This is a conflict between money(time) and art. The conflict has existed since the time of the renaissance. Back then, the conflict was between Artists and Patrons. Patrons such as the Medici banking family in Firenze. But that conflict produced some excellent results. Artists needed a place to live so they could work non-stop on their art, and perhaps even get wealthy and famous. Patrons would kick out Artists who were lazy or untalented. They were crafting art to sell to an upper class.
Up until present, art has richly filled a number of niches. Primarily film (1900s onward), music (1500s onward) and electronic entertainment. This art today is no longer a specialized precious item for an aristocrat, but a product for a mass of consumers. We are in the age of The Corporation and (State) "Capitalism." In the early age of computer gaming, when the technology was fresh, there was less corporate capital involved. The corporations of the 1980s saw the potential of the gaming industry, but there wasn't much capital in it yet. At that point, you could compare it to the renaissance, and consider it "Patronage." The few gaming corporations that existed back then didn't steer their developers with an iron fist. They gave them relatively free reins to experiment. The reason for this is obvious: The capital invested was so low that there was almost no risk, and since the market was brand new, there were potentially huge profits.
Fast forward 30 years later to 2010. The gaming industry has grown too large for its own good. Capital gains has produced an opulent, obese and stagnant behemoth of corporations. These Publishing houses act like "Patrons" breathing down their artists' necks. Necks with a very short leash. The accumulated Capital is too large. They can't take any risks. Thus they feel the need to micromanage. This micromanagement is in itself raising costs. Think of all the obsolete job titles you spot in the credits of any big game.
Since they can not and will not take risks, they won't condone experimenting. What we're seeing now with the Independent "movement" is a rebellion toward this state of affairs. The internet has provided the Independent developers with a myriad of low-cost online publishers that renders the big publishing houses obsolete. Finally the Developer is again back in the "Captain's Seat" of his/her own work of art. No longer a slave. For an independent developer, there is almost no capital involved, so there is no risk. They can experiment to a much greater degree.
This puts a smile on my face.