I'm afraid I have to disagree, for three reasons.
1. The nostalgia claim hasn't been debunked so much as its been attacked as unethical and insulting. There is no logical connection between "I find that insulting" and "that is incorrect."
There is a relation between unethicality and falseness. The nostalgia argument implies false consciousness; an attraction to old games only based on an emotional attachment to a falsified past. While I don't discount that people may feel nostalgic for the games they played when they were in their teens, the argument becomes false because people (even these same nostalgic people) may have rational reasons for playing the games the way they do. Even the simplest of them, comfort, transcends nostalgia; aesthetic preference, interest in a certain interpretation of old-school gaming (e.g. "rules light" or "player skill-based") or just attraction to the creativity of the scene that surrounds old-school may be just as, or much more relevant.
Cadfan said:
2. I feel a nostalgic connection to my olden days with the Rules Cyclopedia. It is possible that I am a statistically anomalous freak of nature, but I have little reason to believe this to be likely.
Possible. I also feel nostalgic for the odd combination of 2e and Photocopied AD&D (a very popular version in early 1990s Hungary) I started with. However, I am happy to keep that as a pleasant memory, and play a different form of old - one that was often new to me when I got to know it, and elements of which date back to a period before I was born.
Cadfan said:
3. One of the more common complaints about retro clones is that they often include older game mechanics that are not actually optimum for what they are intended to accomplish. I tend to agree with this complaint. It seems at times that newer, better ways of accomplishing the same things have been developed, but not always adopted by the retro clone community. This would be most easily explained by an emotional connection to the trappings of older games.
The error is made when games are considered analogous to technology and thus subject to technological progress (or "evolution"), which they are not. Game
mechanics - task resolution systems and pure numerical components - are technology, and can be optimised. Addition is inherently, although not overwhelmingly easier than substraction, and therefore mechanics that involve one over the other can be considered more and less progressive.
However, when we enter the broader sphere of
rules as an integrated system of mechanics, typical game procedures and assumptions about play, the analogy is already invalid. Is a rule system that emphasises abstract combat less or more evolved than one that identifies specific attack types? Is random character generation less or more advanced than point-buy? Says who? "Professional game designers" have been quick to declare this or that solution to be the way of evolution and to be "more fun" - 3e's "monster simulation" stat blocks were touted as superior to AD&D's by designer rhetoric; in 4e, it is argued just as vehemently that the tradeoff in simulation vs. playability was not worth it, and consequently, stats were scaled back in the new game. These decisions may no longer be objectively measured. At best, they may be derived from market research, but that's not an objective science (for various reasons; some methodological, some related to the inner culture of companies that resort to market research); usually, they are pure subjectivity dressed up in rhetorical falsehood like "it is
more fun that way" or "we have made sure to
evolve and
advance the game for our dear, dear customers".
That is only the level of the rules: you still have cultures of play, the design aesthetic that influences the game, literary and other antecedents (do I take Leiber or do I take Rowling?)... Here, the technological argument becomes entirely irrelevant; or what is a lot worse, misleading.
All in all, what you may perceive as suboptimal could as well be a legitimate choice based on rationally identified preferences. One of those sets of preferences (and I am simplifying here, since old-school is itself composed of sometimes competing or contradictory preferences) is old-school gaming.
Cadfan said:
Additionally, when the question is whether retro games are overrated, the nature of people's attachment to them is germane. In fact, it is the entire subject matter.
And I will note that "overrated" is a poor term to start a conversation over, as it combines vagueness with conotations of snobbish dismissal.