"One problem with the water/desert analogy is that "desert" implies we live in a dry age... but we're actually surrounded by an ocean of awesome stuff on every console."
True.. and not entirely true as well, I guess. There are a lot of games that are created with the same philosophy in mind as Canabalt... except they are made with million-budgets, careful design, and expensive tech. That's.. difficult to get around. That many game-designers genuinely want to replace navigation and narrative in a digital world with one key-press for any significant action, basically...
If that's what you want from a game - an illusion of participation, rather than what some would... well.. would call an effort that "casual gamers" would never get past. Then Canabalt is the perfect game. Not only does it have extremely simple controls, no complex mechanics and no explicit story-line that publishers may catch on to - it's made on a non-existent budget as well, and can gross $3.99 on iTunes (after costing .99 cent at release.. after it was available for free on Newgrounds.. which it still is.. just like superior games such as Fancy Pants Adventure, or Hapland..).
So it's the usual publisher's wet dream. And they're surrounded by unsellable hardcore niche-titles that only smelly, juvenile adults who are unpopular with the ladies will buy. Etc. Etc.
..but obviously I want to kill people who say things like that to my face as well, I won't lie about that. Specially since I really like the nod to old arcade titles with the moving layers, and so on. And can appreciate how difficult it is to program jumping animations that seem as smooth as this. I mean, it's a small feat. A "demo", maybe, of clever tech.
(Anyway.. I'm off to Zigworks :) )
edit:
"accomplishes the task of giving the user enjoyment, which I think is the end-all goal of any game."
..I can see why you seem a bit angry now.