What are the non-financial factors for Silent Hill 2 (and Ico) not steering videogames towards a mature medium? Simply being misunderstood? By developers?
I believe so. The truth is that Silent Hill 2 generated considerable profit. In a market where every big budget game production dreams of selling over a million, one would expect SH2 to be a standard to look up to. And it was, in fact. The popularity of the first two episodes practically justified the existence of the remaining. But there's a question of talent here which cannot be reproduced no matter how much money Konami and other studios were willing to invest. We can't dissociate this discussion from the fact that there are true people behind the brilliance of Silent Hill and Silent Hill 2, who weren't present in subsequent episodes - people like Toyama who created the original Silent Hill, or Takayoshi Sato who left Konami after the sequel. Not to mention the episodes produced outside Japan which, in themselves, provide a clear illustration of what I'm talking about.
Again, it's crucial that we learn about the people behind the games so as to understand what made them unique. If we only attribute these creations to a company name and industry-related factors alone, it's impossible to understand what went wrong. Games are only as good as the creative vision of the people behind them - something you know far better than I do. Not everyone could have made a game like Ico. It took an Ueda and a Kaido and a series of other contributors to achieve that. It took their unique raw talent. It took people with different priorities, with different ideas and cultural references. We can't assume that everyone could have achieved an equal result, even in some utopian market where investors would prize inventive projects over formulaic ones. Talent is something singular and impossible to replace, just like you said before.
It's possible to use these titles as a reference, however. Some developers were able to assimilate their substance. The Path is a perfect example of how to allude to Ico without wanting to be, let alone become Ico. You truly understood what is at the root of that game, what made it different from all others; what it showed to players and proved that could be done. Unfortunately, not everyone is capable of interpreting these games on a similar level - Jenova Chen is another example of a designer whose ingenuity is positively influenced by Ueda and several others (wink wink). Still, think of the many Ico-wannabes released in the last ten years. Think of how many games used colossal level bosses after Shadow of the Colossus was released. How many games tried to recapture the fog, the noise, the visual moods of Silent Hill, in spite of having no characters and no narrative whatsoever. There was a tremendous failure from developers in interpreting the essence of these games.
The reason why I believe this is so relates very deeply to video game culture, education, academia, the clash between Eastern and Western perspectives, prejudice and, of course, tradition.