I do believe that as gamers age and have less time, some developers start thinking "if they don't have a lot of free time and give up because they don't want to grind, lets make the game a little more simple. Then they'll be more inclined to play." They may always view the demographic they target as the kid who grew up with an NES or C64. They continue developing titles that cater to that one kid as he or she ages. I can't help but think that they totally forget there's all these kids out there who got stuck on Angry Birds because they were ignored by real developers.
Also, playing older games, some of which I didn't have the attention span for when I was a kid.
But, if you can get stuck on Angry Birds, you just need help.
Thing is, now that I'm older and have less time, I want a harder game, that requires more thought and planning, but not necessarily play time, and not so much just memorizing button presses and mouse sweeps. An easier game, where I progress quicker, gets boring, and offers no real sense of accomplishment from progressing. Yet, I can lose sleep over Nethack, Dwarf Fortress, modded harder Bethesda RPG, Borderlands (they're not all that old or indie), an iso/turn Divinity (a new one is on the way, too! Want to bet on how buggy it'll be?

), a FE* on a hard level, an Etrian Odyssey**, etc..
Frankly, I think we need a bit more emphasis on making the content creation tools easy to use, more than making them capable of Hollywood CGI quality feats (that no low-end PC can come close to, anyway), and then to get some publishers funding houses similar to, say, Atlus, or NIS, but for PC games. Even just as middle-men to services like Steam, publishers with several dev houses under them can allow some dud games to be made up for with the highly-successful games. For the same reason DD is not killing off record labels or book publishers in droves, it should offer a niche for game publishers to make use of, to spread the risk of investing into certain people and game concepts.
DD services remove the barrier that killed small companies and shareware in the 90s, but we haven't filled that gap, yet. Devs being able to fail, learn, and try again (with some nudging as to what needs to be better, this time), is going to help make better software. Kickstarter and a roll of the dice is too chaotic to be able to nurture all but the most die-hard devs (the ones that only need to get paid for it because they'd otherwise be homeless).
* since this is the PC forum: Fire Emblem, a turn-based board-game-type SRPG series, w/ no character resurrection, and often good reasons to kill off some of your party.
** since this is the PC forum: a party dungeon crawler series, allowing you to play easier or harder by how quickly you try to advance.