Regarding Forge's post about games then and now:
I really enjoy Titanfall 2's campaign. Gunplay feels tight and it has a lot variety and is short and sweet overall .... but ... as much I enjoy the campaign I immediately thought what a game like this had played back in the day.
(Spoilers for T2's campaign ahead).
Let's take the time swapping level where you can swap between two time periods. It is all fine and they also introduce new ideas throughout the level and you even have to think a bit. But only a very little bit. Every "puzzle" is solved after looking 2 seconds at the problem.
There is so much unused potential in that gameplay mechanic that I thought what would (for example) the old Valve have done with that idea? Why not destroy a small tree in the past/present that is grown and blocks the path in the future. Or let the gravity gun take objects from the future to the present (like a corpse for a needed DNA scan). It would be much more rewarding with interesting puzzles ... and the latter is what nowadays isn't wanted anmore. The "filthy casuals" don't want to think anymore they want instant reward and they need their ingame character become stronger (with perks or whatever) whereas the gamer in older days was happy when he himself became better and more skilled by playing a game.
Coincidentally I watched a tech talk with Carmack on VR last night. And he started with examples of the latency on a console where the push of a button on the controller can have a latency of up to 100 ms until the result is seen on screen ... he compared the casual gamer who doesn't mind the latency so much to a "connoisseur" (Carmack's words) who will hate such a high latency.
And I think (well, I KNOW) that the percentage of these "connoisseurs" among people that play games was much higher in the earlier days than it is today where gaming has become mainstream. And to reach the "filthy casuals" you need to make the game simple or make games as a service, so that they are constantly fed a stream of new events that will keep them entertained because they can't be entertained by putting depth into a game that would require them to find and explore the depth of a game themselves (which would be more rewarding ... but would also require effort from the gamer).
Bloody millenials, they ruin everything.