Original Comment by: Patrick
http://www.kingludic.blogspot.com
Well done Greg, a very informative article on a long history I was, until now, only partially familiar with.
I'd like to politely disagree with "Escaping Reality", first I think your assesment of Spore and the Revolution are a bit off, both in terms of their being the sole benchmarks of innovation and the nature of their innovation. Spore's key innovation does indeed cost a lot of money to implement, but I'd argue (to great derision I suspect) that the gameplay Spore provides is very specific to a particular taste, and is only indicative of the future of game development in terms of its approach to procedural content and rapid prototyping. The Revolution's key innovation is a non-gamer friendly controller (it looks like a TV remote) with 3D pointing, tilt, pitch and yaw sensors. Implemint a prototype could have been done for less than a million dollars, and the initial idea only took imagination and guts. Obviously engineering, manufacturing, distributing and promoting the launch of a major console is a very expensive proposition, but thats not the crux of the innovation, just the follow through.
On the other hand, I'd like to point you to a handful of products on the indie scene that are extremely innovative, and will likely see release in '06. Utopia is a politically oriented social simulation game about ideology, Braid is a platformer that hinges on manipulating timespace, Fireball is a quirky puzzle/platformer that hinges on a yet unexplored mechanic of thermal dynamics, Cloud is a game based on manipulating clouds, the Storytron engine and anything made with it will attempt to provide robustly interactive storyworlds with a crisp sense of interface and agency... anyone want to throw anything else in?
All of these products are being developed on extremely low budgets, often without immediate compensation, not only is this phenomena real, but the nature of the AAA buisiness model actively removes any such exploration of new play mechanics, much less the murky waters of social dynamics and dramatic play. Cost implies a negative feedback loop that deters much more than refinement. Often in niche markets there is a similar pattern or refinement, but at smaller scales with lower budgets and revenues. There is a difference between niche and indie. Niche appeals to a specific market. Indie appeals to a market that doesn't know what its missing.