

No more of the unique badassery of guns seen in games like the entire Unreal franchise, Turok franchise, Wolfenstein 2009, Half-Life series, Quake 4, etc. Instead, all we get are generic wannabe "realistic" guns that handle like airsoft rifles, even in AAA Sci-Fi shooters. Abandonment of unique gun design in FPS games that makes use of advanced game technology. The 2000s was a period of progression and advancement, improved by technology, but now, for most genres, nothing is improving as a general trend except static graphics quality which is not terribly important.
STREET FIGHTER 6 DUMBED DOWN MODS
Battlefield 1's rent-a-server only program has become the norm, versus the ability to host your own dedicated servers, customize them however you want, and use server side mods including total conversion mods that essentially convert the game into another. Expanding on the last point, sound technology (sound effects processing) has also gone backwards since the death of DirectSound3D and trend of abandoning OpenAL, though it is starting to come back slowly. AI and physics and particles and 3D sound with EAX (here are two more video examples:, ), Dark Messiah's incredible physics/interactive environments and elemental effects combos ( example 1, example 2), Crysis using cutting edge physics in tandem with the nanosuit and vehicle gameplay, S.T.A.L.K.E.R.'s A-Life, etc. Half-Life and Half-Life 2 physics puzzles and destructible environments and AI, classic Thief and Deus Ex's interactive environments to set up dynamic distractions for stealth games, F.E.A.R.
STREET FIGHTER 6 DUMBED DOWN PC
Most importantly, they usually do not use technology to improve gameplay, the opposite of the 2000s PC exclusive FPS trend of finding new ways to use technology to bolster gameplay: e.g. They still use excessive amounts of static lights and shadows, far more of them than 2000s PC games which can make these modern AAA games look more fake lol (and I couldn't tell you how many times dynamic shadows have alerted me to an enemy's position). AAA games that focus on any aspect of technology generally only focus on static graphics quality that looks best in screenshots and/or facial animations which alone add nothing to the game (and combined with their reduced, weaker literary influence mentioned below, it's a weak recipe). (2005) AI remains the best combat AI of any action game ( here is some good footage to demonstrate it), S.T.A.L.K.E.R.'s A-Life system was the last effort to evolve video game AI that I'm aware of (and modders continue to advance it).

Half-Life (1998) AI remains slightly above average, same for Return to Castle Wolfenstein (2001) and Call of Duty (2003, the AI in this seems better than it really is due to well implemented scripting), Unreal II (2003) AI and Unreal Tournament 2003-2004 AI is MUCH better than your average player at FPS games (they dodge shots much better and aren't as stupid), F.E.A.R. PvP shooter game modes that aren't as simple as deathmatch/team deathmatch or just almost mindlessly holding capture points or king of the hill are seemingly more rare today. In general AAA multiplayer shooters tend to have around a dozen maps at launch while past ones on PC would often have 20 or more, to extreme cases like Unreal Tournament 2004 which has 79 base maps out of the box but this can be counted as 109 maps if you consider how much different Assault and Bombing Run versions of the maps are as they are totally different sizes.

There are exceptions to this trend of course, but it is a trend nonetheless, and this thread would be nothing without objective examples from various genres:

I know a lot of gamers aren't aware, but I'm curious as to everyone's thoughts on the trend of modern AAA games having far less content than their predecessors as well as less diverse content, dumbed down and removed mechanics with no consolation, tyrannical multiplayer design that doesn't let you host your own dedicated servers, lack of modding (to a lesser extent, not the focal point of this thread), actually worse use of technology-failure to use technology to enhance the gameplay (more on this below), and the buggier less complete state these games are released in (from alpha builds to early beta is the norm for AAA games).
