Gamedev here. Sigh. One, the measurement of novelty is bad: it's basically the measure of whether the game exhibits a novel mashup of mechanics according to the BoardGameGeek ontology of mechanics. This is a terrible definition of novelty, as it ignores all of the other aspects of game design, both in gameplay (interesting systems, challenges, loops) and non-game play (fiction, setting, presentation, etc). Who measur…
There's also a part of me that wonders if novelty is overrated. I'm less familiar with the history of board games, but, at least in video games, my impression is that many really clever ideas never really go anywhere, and, of the ones that do, the first game to incorporate a mechanic rarely ends up also being one of the ones that put it to the best use.
Adding in a feature that say previous winners become the new boss and losers get a bonus inheritance from their prior run could be hailed as novel and doing good things for pace.
Having to randomly roll 10 dice x 365.25x days x 18 years for events to create your starting character would be very novel. Especially if it is a commom occurance that all four players to die before turn zero due to childhood disasters resulting in the winner being the one who lived the longest at eight years old before dying of cancer would be terrible to actually play.