I have done off and on game design (board and cardgame arena, not electronic mostly) and have done testing of different game designs, chatted with others who do design, and so on. I will jump in here with a few thoughts, looking at "originality" and then "raising the bar".
First, on "originality", we have a medium that has matured to a large degree. Games now get budgets that were reserved for movies, so you have marketing types jumping in to the mix. The big budget games end up getting input from marketing types who want to make sure they sell, so you see stuff that is like what has been established, so there is a franchise established. These franchises become cash cows. They will add new features that differentiate, but the idea isn't to be original, but to have something that will sell.
Ok, on the "originality" front, you face another BIG issue regarding game development (videogames arena) that really limits things. As of now, a LOT has been thought of. It is increasingly harder to come up with something totally new and not done before, like you saw in the arcades. Designers now tend to get ideas for new games from other games they played. They like a videogame and want it to do something different. One isn't as likely to see a game that gets its idea outside the realm of videogames. You don't see as much things like Paperboy or Crazy Taxi, where the innovation is stuff outside of videogames. Well, I say this saying motion control has seemed to open up some stuff. Also, play mechanics are becoming harder and harder to find that are new, entertaining and work. Less likely to see games like Tetris appearing. Oh, maybe you get hybrid fusion concepts (Harry Hatsworth and Puzzle Quest). but straight up original? Well, not so... games like Flower aren't that frequent (but note that Flower happens to be inspired NOT by a videogame, but by flowers, and the wind and weather, in short, real life, not a videogame).
And then you have "raising the bar". It is hard enough to get a game to work, and be entertaining, to think about such things as becoming a benchmark of excellence. Sure, a designer would like this, but the focus is just on getting an entertaining product out into the world. You hope people like it, and it gets fans. You are NOT thinking you want to "raise the bar" for others to emulate. Ok, maybe ONE place this happens... with companies that design game engines others use. If your game engine is awesome, you hope others will license it.