I think a little, dumbed down, learning curves being steep is something that I enjoyed. Being accessible to many is something that has favored the need for dialing things down.
There are definitely still games that expect you to learn them but the average big budget release has to reach as many as possible to make money, as Zloth says most people want to just pick up and play.
- As Brian pointed out earlier, the tech was lower.
- The audience, at least for PC games, was vastly different.
It's all over the place!
Youre right, there definitely are still many games that you can go deep on, but there are also many more games you can pick up and play. Like you say back in the 1990's the audience for those games was split between PC and console with PC having most of the more system heavy titles and consoles heavier on the action. Nowadays every type of game comes to PC, and you don't need to have both to play nearly everything. Also there's just more games in total.
Still, I've seen people be absolutely furious that quest markers exist. To each their own, I guess.
For me when quest markers are overdone like in many open world games they become a case of following the minimap and ticking off a list. I know to many people thats their catnip, so its unlikely to change.
Markers are good, but shouldn't be too obtrusive and result in following the minimap rather than the world IMO. I really liked Zelda BOTWs solution of marking the map yourself.
As far as complexity goes. I could name a lot of recent games that are far more complex than anything from the 80's or 90's.
I agree from my experience. But I was a kid in the 1990's though so its hard for me to judge what was complex to me then vs now sometimes. Also I didn't have much money then so didn't play as wide a range of stuff.
And as difficult as the games I play are to learn, I still sometimes shy away from games (or put them in a perpetual holding queue) due to them having no onboarding, tutorials or explanations of any type. It's like they want to marry the complexity of modern games with the "good luck with this" attitude of the older ones. I like it when a game doesn't expect you just to experiment with everything, but tries to give you the info you need to be successful.
Work is for horses and machines—playing games is for enjoyment.
Modern tutorials are mostly great, and definitely a quicker way of getting into a game than thick manuals and cut out tech trees were (Although sometimes I miss those too).
I have appreciated some games that make you learn them without much explanation. Cultist Simulator did this well and it suited the game setting, of figuring out arcane rituals by reading cards for clues and combining them to see what happens. OTOH I didn't yet get into Europa Universalis 4 somehow despite watching tutorial videos and quite liking Hearts of Iron 4 and Crusader Kings 3. But I do like being confused sometimes by a game when its done well by design.
I also think action games have been increasingly incorporating RPG elements and gotten both bigger and more complex than before. They've gotten a lot better at drip feeding mechanics into those games as you play. Also they are sharing a common design language and getting closer to universal control systems that allow players to more easily transfer between them from game to game without feeling too uncomfortable.