I think though that you've may have conflated cause and effect. This sort of engine isn't really useful in a poker game. Do you remember the beautifully rendered ChessMaster games on the Amiga? I remember people talking about a 'waste of the graphics' to render chess pieces like that.
I don't think anyone has done a good Myst replacement, this might be good for that too. An archeology game? possibly. Remember that the 'engine' and the 'game' are two different things. Perhaps the 'safest' thing to imagine is an FPS, known audience, known play etc etc. Licensing isn't cheap, so if you're paying for it you don't want to risk that capital on a hyper realistic 'angry birds' now do you?
Some other thoughts on uses for an engine that does good visuals:
1 Mechanical puzzles - build machines to solve puzzles.
2 Life/City/Population simulators - more fun to watch.
3 Sex games - mentioned above.
4 Sports games - haven't had a decent FP kayaking game
5 Where's Waldo type
I'm sure there are others.The problem is the other half of their studio, which creates games based on those engines. This is where all the problems lie. No taste.
And it's not just Far Cry and Crysis. Check out their recently released iOS game "Fibble". It's tasteless horse radish.
I ask in all seriousness... I'm thinking maybe the licence of this engine comes with certain terms?
6 Paparazzi - Start with a lousy camera, have to take
photos which are graded for score. Get better lenses
and access to better hiding places as level ups.
(This is like a FPS, but with no guns, and with
the enemy on a pre-determined route and with strict
time limits for each level)
7 Tree in the Field - you start in a field.
There's a tree. You wander around. You can
climb the tree. You can run. As you do certain
things (start running, for example) a timer
starts with a recommendation ("Hey! How fast
can you run round the field? / Climb the tree?
/ etc". You find a magnifying glass. You can
look at bugs. You can look at stones (and the
fossils). You can look at flowers. The weather
changes. The day turns into night. You find
a box. When you find the box another prompt
pops up "Hey! This looks like a good place to
keep your fossils!". There is a rich and
diverse eco-system, with hooks into information
about everything ("This is a 'Cowslip' (*Primula
veris*)" - but then more links if wanted. Right
down to high level biology concepts.) You can
race bugs against each other. You find some
seeds, and a trowel, and some rickety rackety
implements.
7a Tree in the Field DLC - A Toolshed for the
equipment / A mini greenhouse / etc etc.Perhaps you are too hard on yourself. (Although given you live in the UK that's likely a pre-requisite for continued residence...)
http://www.kongregate.com/games/duckets/you-are-the-road-mol...
This game came out of a game hackfest called the molyjam where each team had to pick a game idea from a Peter Molyneux's faker's twiter stream: https://twitter.com/petermolydeux
http://en.wikipedia.org/wiki/Pok%C3%A9mon_Snap
Your "tree in the field" idea sounds like something Peter Molyneux might promise ;).
We're currently in the beta testing phase of our game where you get to shoot mechs until they're dead. http://mwomercs.com
Totally different than people.
Love, The Internet
Game development costs significant money so gameplay can't take significant risks. Any viable alternative must be able to generate comparable returns. Cynically put, for a game to be a success, there needs to be enough instant gratification for mass appeal. Same lessons from Hollywood...
First person shooters a popular primarily because they give us an adrenaline rush, with secondary effects like boosting your ego if you play multi-player. That's why the format works.
So what other options are there?
You could invent another format that produces similar adrenaline rushes such as Amnesia, which is really just a spin on the FPS. Perhaps there are similar things you could try by simulating, say, a rollercoaster or a jet fighter.
But what else is there which provides the same immediate gratification of an adrenaline rush? An endorphin rush...
Now here the obvious choice would be sex, and I'm sure the porn industry is watching closely, but there's too high a risk of censorship for the mainstream game industry I guess; our society is much happier with violence than sex.
But another trigger of endorphins is relaxation. What about games which, when you play for an hour, you finish feeling relaxed, happy and calm? Take flow for example - http://interactive.usc.edu/projects/cloud/flowing/ - there's even a learning element there. Throw in some elements for player creativity, and you have your secondary ego boosts for longer term gratification. I don't think is has been explored enough to understand the potential, so risk is high but at the same time, rewards could also be high if you're the first on the scene.
It seems clear to me that I implied that being only capable of making an FPS means you are locked into making an FPS.
And the current market is "crap sells well". Let's guess what everybody is working on...
This paragraph best sums it up:
“Watch this—it never fails,” he said, bending over his computer keyboard. On one of his twin monitors, Hecker pulled up the movie-trailers section of Apple.com; on the other, he loaded the upcoming-releases page of GameSpot.com. The movies, Hecker pointed out, encompassed a huge diversity of topics and approaches, from buddy comedies to period dramas to esoteric art films. The video games, on the other hand, were almost all variations on a single theme: outlandishly attired men armed with gigantic weapons, shooting things.
Source: http://www.theatlantic.com/magazine/archive/2012/05/the-most...
There are some great FPS's with amazing stories that make up a large part of the bedrock that is gaming as a cultural medium.
They are not retellings of the same story any more than Oscar-bait movies are retellings of other stories.
It's like saying "don't look at Harry Potter or Star Wars or Lord of the Rings as separate stories, instead think of them as different interpretations of the monomyth. It's the same story over and over, but if done well it can still be entertaining".
When all's said and done, I'd like to call them separate stories. Identifying the common plots and tropes doesn't make them the same at heart.
At the end of the day, your player has to PLAY the game and I guess I can understand the frustration of the grinding and the mechanic, but I fail to see what is superior.
Maybe people want more games like Heavy Rain? I loved Heavy Rain, it was an incredibly engaging and emotional story. I had a great connection with the characters and story, but there's only one problem: it's basically a choose your own adventure movie. Lots of watching, some playing, very little skill involved.
That being said, a great example of simple, (relatively) nonviolent gameplay giving way to countless hours of playing time is Minecraft. A Minecraft or even BridgeBuilder clone with this CryEngine would be pretty rad.
Edit - continuing:
Ico is fairly engaging and even intense in places, and it doesn't involve guns. Little flash games like N+ are actiony and you don't have to shoot people. I think a AAA high-budget game with N+ mechanics would be awesome. Darwinia is a good example of telling a story in a RTS.
Lots of games, even FPS games, involve stealth. So that's something you can do in an "action oriented, modern, gun-based game" other than killing hordes of random enemies. Another action-oriented mechanics is hand-to-hand combat, from realistic(ish) UFC fighting games to Ninja Gaiden or even Mad World.
([1] - We Can Remember It For You Wholesale, but everybody knows it as Total Recall.)