I wish i could remeber where i read it but someplace (Escapist/ gamasutra?) said the average team size has increased 10 fold, and average price (with inflation factored in) has also more then quadrupled.
Much like any entertainment drivin field, speed is key, moreso in software. Tech is changing so rapidily that being behind a year can be nail in the coffin. More people, bigger budgets mean quicker releases.
Right now 2 of every 3 games is a variation of a FPS, a very TECH drivin game style. Look at what it did to one of the "prints money" franchises, Duke Nukeum.. game was partialy done and they decide the tech was no good and started over, and over and.. died painfully in front of us over what? 10 years?
people have gotten to the point shine is far more important then substance, look at movies. Transformers, Armegedon, etc.. while fun to look at, are really not much else (nothing wrong with that), we all demand instant gratifaction nowdays.
So we go back to software, hardware and graphics (PC) standards change every 6 months, MS updates Direct X every year (and OS's too), console lifespans are (suposedly) 5 years. Again Speed is key, strike while the iron is hot, or before its outdated. Also you factor in game gener that is "hot", which can last for year or somteimes much less. RPG's where king in the Old days (all but dead nowdays) RTS was hot, its a limited gener now. FPS is where it currently is at. Which brings us to the net problem after speed. HOW do you make "your" FPS differnt then the rest? Well geniricly they are all the same, levels with you running and shooting. SO you gotta make um look wonderfull , or make um bigger, or make more of them so they play longer, or make different enemies, more of them, more scripted , more voice dialog, more options, more, more more.. it all takes money and people to implement.
much like cars, Car buyers started with basic transportation, it wasnt fast, it wasnt comfortble, it didnt have a roof, it broke down a lot. They improved it to a point in the late 50's early 60's where CHROME and SIZE and OPTIONS where the only way to sell the product. Excess was KING.. But with time, it all changed, function and form and cost and long lasting and MPG all soon mattered, so FUNCTION was the new king.
Game makers are at that point right now, chrome and options sell the game, but gamers are soon going to be back to FUNCTION, is it FUN to play?
Look at stuff like BRAID, TRINE, WoG... people wonder why the causale market is so big, it becuase most of them are FUN... and dont cost a fortune and are easy to grasp.
I used to LOVE football (and most sports games) on my console, played them all the time, dont play any nowdays.. I cant rember X+Up+LT+thmbstick down is how to juke when running the ball. Of course X+Up+LT+thmbstick down when in QB is how to handoff, or X+Up+LT+thmbstick down on defence is how to strip the ball, oh and on kickoff its how to fake.... good god, when did games get so complicated only people who have more free time then "normal" people can be the only people to play um?
And we cant leave out the fact that only 1 in every 10 software titles makes money (again, cant rember my source so my numbers may be off some (or alot)) getting noticed, (chrome!) can mean alot.. There was a time BOXART mattered for getting shelf space (still does).
There are so many reason, but us consumers should take the most blame. So many crap games sell huge (halo!!!! just a rehash of a million other FPS) and great games dont make hardly any money. But as consumers, we drive it. I can promise you if the they could sell us games that took less people to make and where cheaper, they would... oh wait they do... look at BIG FISH, and other causale game makers..
way to long, nobody reading it anymore Im sure..