To be completely honest I wouldn't mind designing a Popular Game's Sequel #37. Easy to innovate when you've got some framework laid down.
I'm sorry, but you are just not what we are looking for.
You guys can be as cynical as you want, but you're still wrong. Just look at the games that sell like hotcakes on Steam some time. Stuff like Jamestown, Bastion, Dungeons of Dredmor, E.Y.E., Binding of Isaac, Killing Floor, Terraria, and so on and so forth. Notice any particular similarities between them? None of them are fantastically complicated games (maybe E.Y.E.), all of them have very distinct and memorable styling, and they were mostly made by very small teams. With the magic of digital payment and distribution, you can get away with titles that are basically slick retreads of foundational game principles, built on a crazy motif, and sell it for a couple bucks because you no longer have to worry about finding and filling commercial shelf space.
And sure, they're crowded out of the Top Sellers listing by your AAA titles (and DLCs), mostly because they have the money to
advertise themselves - people won't buy something they don't know exists after all. But as far as wanting to work on games goes, all of the same skills that go into making your superduper expressive magnum opus indie monument apply equally to cranking out pseudo-modern combat FPS sequels.
How so, you ask? Well, aside from the fact that any two blocks of code or model textures require exactly as much technical skill to produce and look exactly the same on their own, there is one more fundamental point. I know this is going to get me burned at the stake here on Bay12, but I'm going to say it anyway.
You ready for it?
Those AAA titles that get endless sequels?
They wouldn't sell nearly so well if they weren't adequately entertaining in the first place. And unless you made Minecraft, they look a lot better on a resume too. Pour that over your Cheerios and smoke it.