Sabin_Stargem: Bull.
The games before the millennium were so innovative, because there was lots of room for technological growth and experimentation.
First, I never mentioned anything at all about "before the millennium" or the '90s. Innovation in AAA PC gaming was steady right up until the release of
Crysis in 2007, when the AAA PC industry died. To name a few more:
The Longest Journey,
Deus Ex (2000)
Gothic;
Tom Clancy's Ghost Recon (2001)
Morrowind;
Warcraft III (2002)
Far Cry (2003)
Half-Life 2 (2004)
F.E.A.R. (2005)
Dark Messiah of Might and Magic (2006)
The Witcher (2007)
Sabin_Stargem: The low hanging fruit has been taken, so modern developers have a much more difficult time pushing forward the envelope. I guarantee that if you dropped a 90's developer in the modern era, they would have just as rough as time being innovative.
If by "low hanging fruit" you refer to ideas, I assure you the issue is not a lack of ideas. Here is something to consider: I'm sure you have heard a person claim that he is sticking to consoles because he "prefers gameplay over graphics". Well, since the death of the AAA PC industry in 2008,
technical innovation has been restricted almost entirely to graphical realism. Aspects that actually facilitate
gameplay innovation and had until that point improved, such as AI, physics, and audio simulation, have remained static or even degraded.
In the AAA arena, innovation in gameplay has been quelled by the deliberate decision to conceive, design, and code only for console hardware, which is unremarkable when introduced, and remains wholly static for up to eight years at a time. During a console's tenure, gamers expect graphical improvements, which means any chance of using any processor cycles for AI, physics, or sound processing is out of the question. AAA PC games are no longer developed, not because they aren't profitable--that has never been the case (
Crysis (2007) was very financially successful, and far exceeded Yerli's expectations)--but because the big companies can make
more money designing and coding for the console. They are more than willing to make a
comparatively mediocre product if it means mega-great money instead of just good money. The older gamer-run studios wouldn't have done that, because they actually cared about video games in and of themselves, and not just as a means to an end. Don't get me wrong--they did in the end sell out, which is how we got here after all.
Sabin_Stargem: I am also pretty damn sure that people who worked on Persona 5, Red Dead Redemption II, and Prey all would disagree with your assessment of their efforts. It is one thing to say that something isn't your cup of tea, but it is a different kettle of fish when you start questioning the passion and ability of people who worked on a product. A disaster like Aliens: Colonial Marines is the exception, not the rule.
I don't see how this relates to anything that I wrote, so I'm not sure how to respond. What, specifically, was this directed in response to?