But you're proving my point. You framed the changes I mentioned not just in your own interpretation of how major they are, but also with regards to time.Oh, no, my argument is invalidated because they made a couple moderate-sized changes more than a decade ago!No company the size of 2K will ever take the kind of risks necessary to redefine the game. That's why big companies don't make good games. Of course they will introduce new ideas; they do actually want you to buy a sequel. Not all AAA games are CoD. But bold decisions and corporate culture do not walk hand in hand.
Redefinition isn't inherently good. Being risk-averse isn't inherently bad. But risky changes absolutely happen. Now, sure, they're often made in service of making a game. To sell. For example Mass Effect: Andromeda. I'm not here to rag on the game, I quite liked it and regardless of its issues a lot of work went into it. But the setting was created to get around the plot of the original trilogy. To sidestep it, but also be able to tell (and sell) a Mass Effect game.
Let's take different example. Dawn of War II. I can confirm with "I heard this directly from the game lead" (back when I was a young DoW fan who lucked into some pre-release events) that he wanted to design the game as different from the start. He had a specific vision of a more micro-based, action-driven RTS. The game was polarising on release. It worked out in the end, and the game certainly had a fair amount of support, but it was absolutely polarising. It split the franchise fanbase roughly into two groups. A small overlap of folks who preferred both, but to this day there are people who swear on the original and people who swear on DoW II.
They tried something new with DoW III, back in 2017, and it didn't pan out. At all. It couldn't reconcile the two types of fan with a third version that mixed elements of both. There's no direct correlation, but it's interesting to see that their next two projects (Age IV, now released, and Company of Heroes 3, still in active development) are more conservative when it comes to delivering on design principles (keeping the multiplayer more purist while saving experimentation for the SP portions of each game).
What I'm trying to demonstrate is you can't generalise as easily as you're trying to. Being conservative with changes in an established franchise depends heavily on the studio, the publisher, and the existing fanbase. A fanbase that might not even be shared for different products the studio has developed.
As a result, big companies can still put out good games. But that's just opinion vs. opinion. And I think you're strongly underselling the impact of a conservatively-minded fanbase's impact on the product. I like developers that try new things even if they don't turn out perfect, or even good. I'm a big fan of trying and failing vs. not trying at all. This view puts me in conflict with fans far more than it does the games I buy.