I may be looking for reaction too early, you're right. Still, I'd expect developers of titles in development talking something along those lines, 'we are including emotional attachment characters', and the gaming media to be extolling the virtues in an over-the-top way if it was so genre defining. They certianly did with Gears - you knew it was something special before other FPSes were released, and you could see its influence on unreleased games from development vids.How do you ever see the impact of a new system 9 months after it's release? It's a very odd expectation... you can't expect developers to incorporate entirely new play mechanics 6-8 months before release of their title.
Populous spawned the whole God-game genre. Syndicate was a landmark RTS strategy. And I'm not expecting every game to be world defining anyway! Just that the ideas are well executed and work. There's no point saying 'these AI whatnots are going to make you fall in love with this game' only to deliver AI whatnots that arse about and get in the way! Neither are you going to win friends by saying 'this is a huge, living breathing world where every citizen is living their own completely life' only to deliver a product that has the citizens wander back and forth on set routes and get stuck on fences. Overselling your product is going to damage reputations. Certainly my regard for Guerilla and the Killzone franchise is pretty low after my terrible online experiences. Whereas my regard for Ascalon isn't, despite Sacred 2 being a pretty mangy dog of a game, because I wasn't expecting that much anyhow. Lionhead has often managed to excite me with their ideas, yet not deliver the experience I was hoping for (though I haven't played anything from them for some years, so maybe they've turned this around?)But yet, we've not seen anything Populous like, nor anything all that similar to Magic Carpet or Dungeon Keeper.