I see this phrase all the time: game design has moved on. Game design has progressed. The 'technology' of game design has improved.
What does that mean to you? Is game design a science or an art? What elements are "improvements" to you? Are any of these things merely fashions? Can flaws be features? Is the reason older games get played less simply because they are less supported, or because they are not as good?
There are some people arguing that because game design is an art (and let's grant that point) that it does not advance. But it's not true that art does not advance. Art does advance, just not in the same way technology does. And game design has advanced in a couple of important ways.
The first way game design has advanced is that
there are more techniques for game design available today. Basically, a game designer in 2014 will have more tools in their toolbox than a game designer in 1974 did. That's not to say that the 1974 designer couldn't make a great game with the tools they had available, but the 2014 designer has more to work with. Obviously these 'tools' are all the techniques, innovations, theories and ideas of 40 years of game design. If the 1974 designer wanted to build a skill system they would have had to create one from scratch. The 2014 designer has dozens of examples of skill systems to draw from. They can choose the one that fits their needs the best or modify something to suit.
The 2014 designer isn't necessarily 'better' than the 1974 designer. In fact they might be worse in absolute terms. But their knowledge of 40 years of game design gives them an edge over the 1974 designer.
A tool is an agnostic thing. It's neither good nor bad. All the best techniques in the world won't help a bad game designer make a good game. But people have come up with some very effective design 'tools' in the last forty years that a good designer can absolutely use to their advantage. Of course, they need to have a clear design goal to do so.
The second way game design has advanced is that
there are more design goals available today. Not only has the toolbox expanded, what you can do with the tools is much more open. There are more 'types' of games. There are examples of games that are therapeutic and political and things like that. Not even on the radar in 1974. But arguably even a less radical goal like 'storytelling' might not occur to a 1974 designer.
A designer in 2014 will have more types of games that are acceptable that they could design than a designer in 1974. And they will have more techniques, game theory and salient examples to design their game.
I call that progress. I don't think it in any way invalidates a game made in 1974. A fun, well-designed game is a fun, well-designed game in any time. But a modern game may be able to appeal to people in a way an older game couldn't because it has different goals. It may be able to differentiate itself from the old game by achieving similar goals with new techniques. It may even incorporate the older game wholesale and add new stuff on top of it.
I take issue with the term 'moved on' because as long as modern games are using the same building blocks as older games they certainly have not 'moved on'. But I definitely think design can
progress.
And let's be honest: for many people, the design features of forty years ago will feel old and tired and newer design innovations will look shiny and sexy. Fashion definitely plays a roll in what people are interested in playing. But just because that's true doesn't mean there can't be progress in game design.