He then ran down a string of recent hits developed by independent devs and studios: Balatro, Baldur's Gate 3, Helldivers 2, Clair Obscur—even the venerable Minecraft, an archetypal indie superhit before Mojang was sold into the Microsoft stable.
I mean, by that definition he's not wrong.
It's just that the way that works is indie devs become big enough to either become whatever the hell triple A means or get bought by whatever the hell triple A is.
Magicka was an indie game, I really struggle to fit Helldivers 2, a Sony-published sequel to a Sony-published game, into that same bucket. Ditto for Larian. Divinity OS? Sure. Hasbro-backed multi-studio Baldur's Gate 3 with its hundreds of millions of budget? Myeaaaaah, I don't know.
I think the real question is how you keep the principles that make indie games interesting in play when the big money comes in. I'm all for an indie-driven industry, but I'm a touch more queasy about a world in which major publishers use tiny devs as a million monkeys with typewriters taking on all the risk and step in at the very end (sometimes post-release) to scoop up the few moneymakers.
That's exactly what I was saying. Which is not the same as what you've been implying I was saying but is the same as what I was saying I was saying earlier.
Hopefully that clarifies it.