It's interesting actually. I mean, I can enjoy games where you press A and something awesome happens, they're fun too. I do feel there's been a kind of "dumbing down" of games in a sense, but as someone said above, it's not necessarily the case the "dumbed down" games are bad games, they can definitely be fun in their own right.
But they are "dumbed down", they usually don't give you as many options and choices to fiddle around with. They're more streamlined so that you can get into them quickly and easily (especially with controllers).
And that's a fine thing for controller-based games.
But it does mean that if most games are made for controller-based systems, with that easy-to-get-into mentality, there's this whole other possibility of gameplay, represented by pre-Xbox/Playstation game designs, that's sort of been neglected.
Basically, there's more "headroom" with games that were designed around mouse and keyboard input, a higher ceiling for the possibility of a better balance of gameplay and immersion, as an ideal that was lost sight of to some extent in the last decade or so.
Hopefully, the popularity of this SS2 release (and the popularity of some of the Kickstarters that are promising to be based more around the possibilities that PC gaming offers, like Star Citizen) will remind the industry that there's still some mileage in games that are designed primarily for the PC (which basically means designed around mouse/keyboard input, with controller input being a secondary consideration, instead of the other way around, as it is nowadays).
Not everyone likes "more complicated", but it's obvious from the love that some of these older, more complicated games have, that there's still a sizeable number of people who do.