Sean wrote:
You get far more for your dollar value than you got in the past. Games are longer, deeper, more complex, and better than ever. That is complete rubbish and just a bullshit excuse to steal, Taly.
Games aren't deeper or more complex.
X-COM: UFO Defense was made over the span of 4 years by a team that never exceeded like 20 guys, and was, for the first 2 years or so, 2 brothers coding on their own.
It did things that modern games still won't touch with a 10 foot pole because they're "too expensive, and too hard." Things like AI that will take advantage of destructible terrain, pathfind around destructible terrain on *randomly generated maps*, destructible terrain, the fact that it was basically two entire games smashed into one, tracing line of sight through destructible 2-D environments accurately, balancing a semi-randomized research tree into the game...
And that's a tiny title compared to today's AAA dev teams.
FPS AI hasn't improved since the late 90's.
The Wing Commander series contained branching plotlines that had an effect on story events more than 5 minutes down the road or the turn-in of the current quest, and still managed to be a game that the majority of players could log a solid 30 hours of time into to complete the campaign.
Mechwarrior II featured configurable mechs with complex weight, location, and power considerations. Most mech games today let you switch weapons and chassis.
The bulk of the increase in game design has been improving art quality and the resolution engines can handle. That's not depth or complexity. That's shiny window dressing for lazy game designers to coast on for a decade.