Electronic books will never replace real books until they can make ones that smell like paper and can be spread out on a table.
I agree that there will be innovation that will come from smaller companies (eg Fantasy Grounds) and individual hobbyists who create labor of love projects (eg Iplay4e.com) but the point I was trying to make was that innovation will most likely be directed at D&D based on the the fact that D&D is the largest RPG in the category hands down. Largest as measured in terms of brand awareness, player base, revenue, longevity, etc. The second biggest player in the category is significantly smaller than D&D and they only get smaller the further down the chain you go. So it would make sense that the most likely game to get support from 3rd parties is going to be for D&D. This support could come in the form of a website like Asmor.com, a application like Fantasy Grounds, or content like Goodman Games. Point is the dollars and players are with D&D so that is most likely where the innovation will be directed.
The GSL excludes use of content for interactive products so the innovation of a unified system of content, content delivery, tools for prep, and tools for play (what I called D&Di 2.0) is most likely going to come from WotC. They have the most incentive to create such as system because they control the biggest game property and have the capital to invest in such as system.
Will cool stuff come from Paizo, IGR, White Wolf, Steve Jackson, Mongoose, etc? Absolutely! Will it be innovative? Yes. Will it change the industry and vault the company and it's game to a level even half the size of D&D? IMO unlikely.
Yes, I guess I wasn't clear. I would advocate less AI than a CRPG and more free form "DM makes the rules play" The "rulesy" programed stuff would be for things like die rolls, line of sight, distance tracking, area effects etc.
I think it's going the other way. Not electronic aids or expensive gadgets, but something simple and cheap - therefor easily/cheaply adaptable...
Look at the gaming innovations of the past. They didn't ask for a big up front investment (although you may get there eventually). CCGs? A couple of bucks for a pack. The OGL? Put your stuff up on a website.
A few years ago a 3PP was making waves about a game marketed through dollar stores. While I'm not sure that drastic an approach is needed (there is such a thing as making your product too cheap and judging from the recent posts I've seen from this publisher they have tabled the idea as well), I found the idea intriguing. Lower the cost of entry into gaming and attract more people who are curious about it. The Savage Worlds Explorer's Edition does this somewhat (it outsold D&D at my store until I put D&D on sale), but I think it needs higher production values and more of a push into big box stores.
It frustrates the LGS owner in me, but drawing more people into the gaming community should be a priority. Moreso than pricing them out of gaming at least...
I think you contradict yourself. When the system was open then it was a period where most oars were pulling in the same direction, within and outside of WotC. Most of what WotC has done is piggyback their more "unified system" on tech ideas that were innovated either outside the hobby or inside the hobby but outside of WotC, but while content was open and thus the best to use. That content door has been closed by WotC so those who are not part of WotC who are going to be developing in the future are either going to have to develop generically (this is for any RPG content, wink, wink) or going to have to seek non-WotC content.
So my question is simple. What if any will be the next innovation or revolution in our beloved hobby?
For you, everything regarding change in the industry is still measured based on the bottomline of WotC and D&D. Don't get me wrong, people always liked the idea of making a little money with their hobby gaming and games development (even regarding RPGing in particular), but a lot more people do not work at WotC or for D&D than do, by a long, long stretch. Most of those people have no illusions regarding whether or not there will ever be 'D&D-sized money bags' in their future. The measure of innovation and whether it is good for the hobby has little to do with where it comes from and whether or not it vaults a company to D&D level. Let's face it, if it is a good idea, it will spread and be adopted by others (especially by WotC).
Heck just look at the list you created for the RPG innovation thread and how you try to include WotC as the innovator in your list when almost everything on there was innovated outside WotC and many outside the industry. Even the Open Game License is a co-opted idea, although it is probably the closest to a true RPG innovation on your list. But WotC walked away from that one some time ago. That's one of the problems with always measuring the worth of things based on a financial bottomline, you lose track of the things that have great value in other ways if they don't measure up to the money.
D&D 3e and the OGL
PDF format and distribution via RPGNow/Drivethru RPG
Print on Demand
Pre-painted plastic miniatures
e-Character Creators (e-tools, PC Gen, D&Di etc)
Internet game tables (Fantasy Grounds, Game Table Online)
Online rules databases (d20srd.org, D&Di Compendium)
RPG based web communities (ENWorld etc)
Web based RPG resource services (Obsidian Portal, D&D Insider)
I think it's going the other way. Not electronic aids or expensive gadgets, but something simple and cheap - therefor easily/cheaply adaptable...
Look at the gaming innovations of the past. They didn't ask for a big up front investment (although you may get there eventually). CCGs? A couple of bucks for a pack. The OGL? Put your stuff up on a website.
Well, note that I did say there is such a thing as "too cheap".As the publisher of a full free fantasy system its refreshing to hear a store owner take the view that lowering the entry cost for tabletop RPGs could be of benefit all round.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.