[OK. Last Braid post for a while, I promise.]
I checked out the Metacritic score as of this morning, and it's weighing in at 92, which makes it the top rated XBLA title, and the #10 ranked title of all time, just nudging ahead of Mass Effect, a multi-million dollar title from a large team. Braid cost under a quarter million.
[Update: A few people picked up on this post, and the WSJ one saying Jon invested $180k of his own money into Braid, as concrete evidence of the development cost of the game. I should clarify: Although I had some involvement with Jon, I have no idea what it cost to make the title. That's his business, and up to him whether to disclose. Secondly, my *estimate*, having given it some thought, are that its much higher in total. Likely more like $300k-$400k. Jon's $180, plus an unspecified amount borrowed, but let's assume it's a significant amount, plus the costs that MS covered as advances on royalties for localizations, ratings, etc. Jon talks about some of these here. Anyhow, if you look at it as a $400k dev cost, that's still about 40k unit break-even. More if you consider the tax issue that Jon mentions. And let's not forget that 'break even' isn't the goal, or at least it shouldn't be.]
Now Metacritic is useless in many ways (e.g. there are interweb thoughts on MC scores of Wii not being indicators of sales; or MC scores being too harsh on XBLA titles, etc), but it's still followed closely by console manufacturers and publishers as an indication of what does well and what to aim for.
Which means that people are going to be looking at Braid and trying to emulate it/follow it. This is not unlike how Geowars inspired a publisher/platform vendor thirst for small two-stick shooters (e.g. I courted Everyday Shooter for some time as a more 'arty'/indie title, but Sony wanted the title far more than I did. There are a ton of other examples, both good and bad).
I think there'll be a few misguided publisher/developer/console companies that look at Braid's success and say "we need painterly-rendered platformers with time mechanics!", but I think they'll be small in number. They'll also be wrong in pursuing those as root causes of Braid's success.
What I think is shining through, and what I think the majority of the industry *will* get, is that Braid's success comes from the delivery of a game containing an undiluted form of its creator's passion and vision. Which is, IMHO, what the overused "Indie" moniker is really all about. It's not about small teams, small budgets, or "wackiness". It's about artists taking the vision in their minds eye, and wringing it out in blood, sweat and code.
And if you think about what might happen if the companies in the industry actually take that to heart, well, that's interesting.
If it were to mean a willingness to fund, pubisher or otherwise support titles, while acknowledging that their success will come from completely relinquishing control to those with the original vision, well, that'd be good for 'indie' games now wouldn't it? It would mean 'escape velocity' for indie games, where the metaphor refers to the gravitational pull of the mainstream and the dollars that fund it.
Of course, at some point, those converations within those companies will start to include words like "risk aversion", "focus group", "market trends", etc, and then it'll be hard to stay hands-off, but one can always dream.