Did you people ever analyze why there are hardly any "AAA" titles that are new?
Portal was a filler, they didn't spend much money on,
because they though that even though it's a nice idea,
it would never sell stand alone, you got it free to make up for the long wait.
And they probably would have been right about that.
It's clever puzzles, a very unique style and look, and a completely fresh idea,
it must be a hit and valve knew it, they aren't that dumb and they playtested it.
I guess that's why it was released the way it was.
Thing is: We don't put 50$ of our hard earned cash on the counter,
for something this new and unknown.
We want final fantasy 3.578, always the same, over and over - we demand it, that's why they do it,
and that's why it's risky for the big guys to do something new.
Many people depend on those games, they are day to day jobs and daily bread for many,
and investors don't make it easier.
Thing with indies though: It's a couple of guys that have a cool new idea,
and they mostly do it as a hobby. It may work out, or fail miserably, but they actually sell,
mostly on the basis because it is interesting, but doesn't cost as much,
and therefore not a big loss for the buyer.
If they don't sell it's back to the normal job for 2 or 3 guys - no big deal.
Summary: EA can't afford it to experiment, i can,
because their stuff must sell - it's business, mine doesn't because it's just a hobby.
If theirs doesn't sell it's bad feedback and maybe jobs gone and then angry people.
And that's why there are hardly any "AAA" titles that are innovative.
Notch began minecraft as a hobby, now look at it.
I'm, not a insider, it's just a educated guess.
I see many people asking such questions, even the press,
but it seems so obvious to me why things are how they are.
I don't know if i make any sense here at all, but hey, if it's ridiculous what i wrote
i just move on, it's not like it's my job.