Can't really pick just one. The Super Nintendo era was objectively better than modern gaming in all ways that matter.
1.) Intro level design that teaches the player the basics as a course of gameplay, rather than through tutorial popups (see EgoRaptor's Sequelitis video about the MegaMan X series)
2.) Real disadvantages to failure, including widely-spaced savepoints, potential loss of character stat progression (bring back level downs! XP debt is for losers!

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3.) Greater focus on story and characters in RPGs, and lesser focus on graphics (Seriously, we've got photorealism already. Stop pushing graphics and start hiring writers who aren't shit.)
4.) Finished games on release day.
5.) Expansion packs with entire new games' worth of content, or at least DLCs with more than an hour's worth of story, rather than bare-bones, overpriced DLC.
6.) The brutal, painful death of the concept of 'pay2win' freemium business models. It's not okay to sell power. Basically, Secret World good, Warframe bad. (in monetization, anyway. Warframe's gameplay is at least rather fun for a while)
7.) The measurement of a game's playtime in days rather than hours. Remember back when you could buy a brand new Super Nintendo game for $35, and it would still be fun next year? Sorry, but a $60 RPG with only 40 hours of story is not okay. And post-story bonus dungeons don't cut it, either. The story is over, you won. So why do you care about an extra dungeon? Basically, dungeons and loot should serve as stepping stones to progress the story, not the other way around.
8.) No voice chat unless players ~choose!!~ to use third-party VOIP software. Granted, a huge part of the reason why I don't like first-person shooters is because I'm bad at them. But an even ~bigger~ part is the other players who are given an avenue to constantly remind me of that fact, while simultaneously throwing sexual harassment and misogyny in my face.
Anyway. Sorry for the wall of text. There're plenty of things that weren't as good back then as they are now. For example, we have less in the way of artificial difficulty nowadays. We seem to have learned that, if something is only difficult because it happens faster than even the twitchiest FPS fan can react, that's not actually difficulty, it's just bullshit.