I just watched this brilliant video which discusses how new distribution methods are encouraging third-party development and innovation. It made me start thinking about two relatively recent games and how they went from inexpensive cult classics to groundbreaking A-list games.
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Both games have a very unique and specific setting. In GTA, you played the role of an amoral criminal accepting odd jobs from similarly immoral people in a fairly real (although comically exaggerated) environment. Although this sounds fairly conventional today, when I was in high school, this was extremely unique and edgy. In Fallout, the environment was post-Apocalyptic and you were forced to negotiate with strangers in a very realistic way for goods, although you could choose whether this was done by barter or force.
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In short, if you can make a really well-designed game with a low budget and simple graphics, you have a much better chance of creating a groundbreaking game when you are fortunate enough to get commercial backing. But if you have the budget from the start, you might spend so much time trying to make the graphics good or adding a silly gimmick that you may forget the essential, simple elements necessary to really become absorbed in a good game.