Yes, he would have included it in a $60 PS3 game as a bonus (ala the original Geometry Wars) instead of selling it separately (ala GW: Retro Evolved).
Why do you think that? There's been plenty of comments from devs saying the downloaded titles gives them more creative freedom. If bundling mini games into major titles was an option, why hasn't that happened in pretty much all of the last 10,000 or so DVD games produced? Why would Jaffe invest 7 months creating 'Calling all cars' just to give it away for free?
Anyhow, I thin that argument here is getting lost in a jumble of choice of words and interpretations. You said that you couldn't see a difference between Sony's EDI and the PC scene. The difference I see is, in the PC scene, you don't know where the good Indie games hang out. It you go looking you'll find all sorts of tripe until you find the good stuff. Much of the good stuff is very simple 2D games. Because the PC download market is fractured without a central point where you can be sure to reach millions of users, you can't be sure of getting much exposure for your games. Thus they're rather limited on the whole.
The EDI provides a unified portal for millions of PS3 (and Live can be pointed to as well, but that seems to have it's own rules. The potential is there just the same). If you get a game onto the Sony EDI, you know there's millions of potential customers who will actually get to see it. Consider Geometry Wars. That's sold 45,000 units from what I can find. Imagine that instead of appearing on XB360, it had been created by an independent on the PC. How would they tell those 45,000 buyers that this game was available on PC? It's not easy without a point of contact. What the console distribution method provides is a network of millions of potential customers all there are ready to buy. You can promote a culture of trying demos to help reach potential customers. That doesn't exist on the PC except for those who go looking. The consoles actually create download customers out of those who otherwise wouldn't bother, because they offer them the simple process and mix it with other download features. Knowing that there's a market out there that can be reached, developers can invest more to make deeper games than just 2D puzzlers. Jaffe's CAC was 7 months in the making. No developer is going to spend that long on a title unless they are hopeful of getting sales - they're in it to make money after all! This means there's (potentially) a viable third tier in games. There's the premium disc-based games costing many millions of dollars. There's the bottom tier super-simple games that are very cheap. And there's in-between games with an in-between price, with the polish and depth or creative experimenting usually confined to larger games, but on a smaller scale. That's something that doesn't exist elsewhere at the moment. Even if there's people investing many thousands on developers and artists to create fantastic Indie titles (and the Indie awards show that's extraordinarily rare), there's no industry for that tier of game development because most PC users don't know how to find those games. It's not made easy for them, and if they go digging there's a good chance they'll become convinced there's no good games out there because of the shear number of Indie titles. The closest similarity is handheld games versus console games. One ofthe big plus-points for DS that has been trumpeted is the limited requirements of games making them cheaper. They're still full titles, professionally produced. But they are cheaper to make, so a high-class dev can afford to work on smaller titles. Otheriwse they have to work on large, expensive titles, or PC titles with negligable reachable market.
If you're asking is it anything new, on the whole no. There's been download games before and what-have-you. However, in this refined form, it is new. I draw a parallel with the DS. Was the touch screen a new idea for games? No. The Tapwave Zodiac had it ages before. Did the DS manage to create an market in game design though? Yes. Even though the Tapwave had the same touch-screen tech, it didn't have a
market that could support. DS brought the same features into a cheap, mass-consumer device, where devs who wanted a go at creating touch-based games could do so. If they were confined to the Zodiac, they wouldn't have bothered (and didn't) because they just wouldn't make money from it. In the same way, sure...any dev house could produce a simpler game and float it on the PC, but the chances of making real money from it are slim. That's why they don't do it. That's why Jaffe spent 3 years making GOW instead of lots of little games - there's no money in the latter. Unified game portals actually create a viable market for these devs to target, and plenty have said as much in interviews.
Of course, we can't say for sure that download games will result in more variety. XBLA has shown a lack of real gaming progress and Wii's lineup is all retro. Sony's EDI is mostly 3D puzzlers from what's been shown. The only real standouts I think are CACs, a fully-3D title (shock horror!), flOw for it's wierdness, and Lemmings for it's quality despite being a retro game. However, it does seem the best chance to get publishers and developers to invest in more risky ideas than they would otherwise. No other space has provided the same chance to
sell a product on a large scale, meaning more can be invested in product creation.