Well, I hope we can maintain some civil discussion then over specifics. Not that I plan to argue about specific games much. Like everything else in this conversation, it all eventually comes back to taste, but I'll disagree with you on a couple.
C&C is another good example from what I've heard of the recent games, and it's not even just gameplay. I mean Red Alert 1 actually took itself seriously. Now look at Tanya the bleached blond bimbo.
I don't know where you're getting that idea. The original C&C and Red Alert were action-movie all the way too, Tanya included. Only her hair color changed, and it all got a little more obvious, especially with that Commando game. But having played all the C&C's over time, I don't see them declining in complexity at all. I think they've stayed the same, or even got tighter and more rounded if anything. In the early games, infantry were all but useless and factory spam was the deciding factor. Turning infantry into squads instead of individual dudes was something I wished for while playing Red Alert, because it removed a lot of unnecessary micromanagement but still worked out the same in gameplay.
Where C&C has had problems, I believe, is going overboard on the lessons from Starcraft, like the RTS field as a whole has done. Partly it's the rock-paper-scissors unit relationships that all too often are blown out of proportion, although C&C has stayed varied enough in it's unit designs. The other is the ever increasing speed and Korean-reflexes needed to survive, especially in mutliplayer. But I think that's more than just an evolution of the market. When C&C began, computers just couldn't handle "fast" gameplay like that, and multiplayer barely existed, so the focus was on single-player experience out of necessity.
Daggerfall improved upon everything, but because of it's ambitiousness wasn't very stable. Morrowind was simpler but more stable,
I fail to see how Morrowind was in any way more simple than Daggerfall. It had everything Daggerfall had, and a lot more functionality. More spell making, more meaningful (if nowhere near enough) factions and quests, actual area and quest design instead of leaving everything to random generation. And lets not forget the best and most important part of Morrowind, the editor. I think that's a great sign of investing faith in your customers' use of your product.
Oblivion was a trainwreck, I won't dispute, and even Fallout 3 was a step backward from Morrowind, but for a different reason.
I'm surprised that the vote doesn't have an option for my real gripe with modern gaming - downloadable content, and the razor-and-blades model. I get and appreciate the theory, it's no different than expansion packs or even sequels. But the way it's gone from being a chance to expand on a successful product, to a way of optionally buying part of the same game, just pisses me off. Just look at Day One downloadables; clearly a completed product exists and is ready to ship, but you have to pay more to get all of it.
In a way, I'm proving the speciousness of this entire argument. That's the exact same business model that cars, appliances, homes, and God knows how many other industries have always operated on, to excellent business effect. I'm just pissed off that it's being applied to an industry that long spoiled me to getting a complete product options for one price at the door, because the infrastructure to run the videogaming business any other way didn't exist. It's not that there's really anything
wrong with the DLC model (except the pricing can get pretty outrageous, and it encourages the "Day One Patch" problem of rushed releasing), I'm just upset about things changing without my say-so.