Perhaps you need to get your heads around the fact that these guys know what they are talking about and BG3 really might be a "freak".
BG3 can and bloody should shift industry expectations. Not CRPG expectations;
industry expectations. And it is, as you pointed out, exactly about the economics rather than the game directly.
Larian, in terms of funding, company, and development team size, is comfortably on the low-ish end of triple-A developers. The only studios comparable to Larian in scale, are studios which basically only service a single, extremely well-established IP with a regular development and release cycle, using pre-existing engines and development kits. That is to say, low-risk, high-reward, cash dairies for major publishers.
Just napkin math and informed, highly conservative, speculation about BG3's budget and development team size based on Larian's total headcount as a developer-publisher...BG3 had to be a much more tightly and efficiently managed project than comparable games. That can, and should, be a shock to the industry, and inform consumers' expectations moving forward.
I'm not suggesting most or all triple-A developers are degenerating into late-'90s era Ion Storm madness, nor am I suggesting triple-A games should
all deliver value comparable to or greater than BG3. But what I am suggesting, is consumers should take close note moving forward as more information about BG3's dev cycle, budget, project headcount, and dev documentation comes out. Based on that information, they should ask themselves what Larian does that other triple-A studios
don't, whether that success is replicable elsewhere in the industry, and what economic forces permit failure of continual improvement (in ways other than graphical fidelity and performance).
In the end, the competing tale is we consumers
have to accept the $60 (increasingly $70) price point -- and trailing costs by way of DLC, expansion, microtransaction, monetized service model, etc. -- because developers
have to have nine-figure budgets, dev teams measuring in the hundreds, support staffing, additional overhead to account for crunch, server farm access and internet service for them, and the like. For products that are, at best, iterative improvements over past games, for which development costs should by all rights be
minimal.