Specifically, I think of this personal account: https://www.amazon.com/dp/1940535026/
The favorite example is star control 2 versus Mass effect, the latter being a clear spiritual successor and yet somehow managed to be worse in nearly every aspect except graphics, and perhaps combat (which, in general, is fairly bland and uneccesary in both titles... but ME does admittedly have more depth to it's combat)
So yes, this is clearly revolutionary technology.
The only aspects it managed to be superior were irrelevant to the main thing it was trying to be
The problem with these games is they just end up being a weird middle ground between development tools and games. The "gameplay" is driven purely by the player's creative drive, which results in a somewhat niche audience. The toolset also usually ends up being more accessable than normal development tools, but also much more limiting.
The article doesn't make it clear what is actually special about this game. It just reads like a fluff piece.
That's very different from Dreams, where you can create everything within the same program with a unified set of pretty accessible tools and a very fast iteration cycle.
The really enthusiastic creators _really_ learn how the editor and game engine works, for example this document goes into detail about how to take advantage of a quirk of the engine to pull off elaborate constructs:
https://docs.google.com/document/d/1RlBSyS8WcW4S9NIHG0lGjWkN...
Add to that it's marketplace. Many users will never using the building tools and just play games made by other players. Not entirely unique, I was doing Unreal mods decades ago, but the way it is all presented and the varying levels of accessibility are still compelling.
I found the block language and (non mit phone) part interesting as well.
Not expensive give a try.