Squilookle said:
Could it not also be argued, though, that it is equally bad if not worse to change a game's core concept after production has begun just to incorporate gaming trends, which themselves may turn out to be just passing fads?
Think of all those utterly forgettable cover based shooters that came out in the wake of Operation Winback and Gears of War. How many games took a massive dive in quality just because they decided to shoehorn Quicktime Events in back when that was all the rage among developers? How about when everyone was fighting to have the most gameplay breaking DRM in their titles? And how many games do you think we're about to see emerge that think that somehow Ray-Tracing is a good substitute for any depth in gameplay?
On the other side of the coin, are we to say that Super Meat Boy is a dud game, because it's a 2D platformer that released after Super Mario 64 in 1996? Is XCOM: Enemy Unknown an utter failure just because strategy games are all real-time now? Is Minecraft or Dwarf Fortress crap because of their graphics? And is No Man's Sky supposed to be good just because it's the absolute biggest game-environment around?
Personally I think 'the evolution of the gaming industry' is a complete myth. There are trends, and advances, but no game should feel under any obligation to follow them. Indeed the best games are usually the ones that ignore trends entirely, and do something completely different. This is in fact the only way that new trends can begin in the first place.
I believe you're altering my point to make some unrelated one. I didn't say System Shock 2 should suddenly become (whatever was popular in 1999), or ever touch on graphics. The game struggles mightily on the basic mechanics level of an FPS. The core gameplay isn't smooth at all, and struggles to keep up with stuff from years before. It's exceptionally padded between its bits of incredibly one-note story. Most of the added mechanics barely or don't work. The environments just seem like static NES levels where the enemies respawn everytime you change hallways.
Is Super Meat Boy a dud because of a 3d Platformer? Obviously not. Would it be a dud if it had incredibly basic level design or even worse the hitboxes were way off, or with questionable controls. Would it be worse if it had a bunch of added mechanics that didn't quite work, or were less well done versions of platformers before it?
The scale of the game, and the shiny pixels aren't whats at fault. Its the core game being a padded up pile of filler with mostly jank to distinction it from some rando's MapEdit campaign you downloaded for Doom 2.
I'd also put forth that there are some objective forward pushes in games. You'd certainly look askance at an FPS on PC that didn't have mouse look. Or a game still doing the framerate tied to physics. Rebind-able controls.
Genres or design concepts can evolve too. If Minecraft came out today, it wouldn't be the graphics getting savaged, but a lot of the UI would be a lot less tolerated, and the very shallow (unmodded) nature of it, and level of utter RNG of the actual story progression. The "Hunger/Thirst" metre that was sort of the pioneering survival mechanic is nowadays regarded as an utter nuisance (though thats often a failure of scaling itself).