Wishbone: Yes, and the 8461 others will fail miserably.
ET3D: And you're under the impression that it's possible to tell up front the difference between the 8462. You seem to think that The Binding of Isaac is not simply "overhead RPG with ugly graphics #6758", and that one could look at the design and know up front that this particular game should be made but the other 6757 that didn't make it shouldn't have been made. Or that "To the Moon" isn't just "RPG Maker game #192758".
No, not at all. Precisely the opposite, in fact. What I'm saying (and the article too) is that when looking at a market like that and seeing 6757 top-down shooters (Binding of Isaac isn't an RPG), if your conclusion is "Wow, that genre is really popular. We'll make a shit-ton of money if we make one of those!", then you're about as wrong as you can be. Can a game be succesful in a setting like that? Of course it can, it happens all the time. Are the chances of being successful in such a setting high enough that you want to invest a lot of money in it? No, not by a long shot.
That doesn't mean that you shouldn't make games in genres that are already widely represented in the market, it just means that you shouldn't do it if selling a lot of copies is important to you.
ET3D: My point is, most indie game devs create games that appeal to them. That's the way it should go, and that's why the article makes no sense. The basic assumption of the article is that devs think "let's make a girl for female gamers", or other some such, and the vast majority of them simply won't do it this way.
For the last time: Stop. Talking. About. Indie. Devs.
When the article uses World of Warcraft as an example, do you think it is to tell small indie devs that they probably shouldn't expect to outdo Blizzard? Do you really think they need to be told that? Do you think the author of the article thinks they need to be told that? No, because the article is not about what games small indie devs should and should not make.
The article isn't talking about creative freedom. It's not about 1-3 man teams making a game in their spare time for their own enjoyment. Should those people do that? Of course they should! On the other hand, should they take out loans in their houses and gamble the financial security of their families in order to work on "Cartoonish top-down shooter #7826" full time, with the expectation of making all the money back and then some? No, they shouldn't.
The article is about money, about investments and expectations of profit. If you make a game with the success criterion of making quite a bit of cash, and certainly enough to cover the expense of developing the game in the first place, then the article explains why what many devs (of all types, not just small indie devs, even mostly
not those, since money is probably not as much of an issue for them) are doing almost certainly won't accomplish that.
I'm starting to question whether you even read the article, or just skimmed it while dismissing everything with the argument "that's not relevant for small indie devs". Try reading it again while mentally applying what it says to everything from larger indie studios to AA and AAA studios and publishers. And remember that games are not an exact science, and as such a single success amidst ten thousand failures does not mean that anyone can reasonably expect success.