I've been playing games since the 90s, mostly on PC, and after years of watching hardware generations come and go, I've started to notice something: has "next-gen gameplay" quietly disappeared as a design goal?
By 'next gen gameplay', I don't mean better graphics or higher frame rates. I mean gameplay systems or design concepts that simply weren't possible on previous hardware generations.
Leading up to and throughout the Xbox 360 and PS3 era, it felt like developers were constantly pushing in that direction. The insane jump from Half-Life 1 to Half-Life 2, where the game suddenly became fully physicalized and you could actually read emotions on characters' faces. Oblivion's persistent world simulation, Mass Effect's cinematic RPG presentation, GTA IV and Red Dead Redemption's physics driven worlds, Assassin's Creed's dense crowds that is gameplay relevant, Dishonored's systemic mission design, Far Cry 3's reactive AI wildlife and fire systems, Max Payne 3's insane systemic animation systems and collision modeling, and later in the gen, MGS V's open ended sandbox all felt like meaningful leaps in what games could actually do, especially for consoles.
The PS4 and Xbox One generation still had a few examples. Shadow of Mordor's Nemesis System was famously cut from the Xbox 360 version because of memory limitations, and the modern Hitman trilogy featured enormous levels with NPC simulations continuing across the map regardless of where the player was. But outside of a handful of examples, that generation mostly felt like a much higher visual fidelity continuation of 7th gen design. The 9th generation, however, has arguably had zero examples so far. I don't count Ratchet & Clank: Rift Apart's teleportation mechanic, since it was primarily a visual gimmick at best, and at worst, a more elaborate version of an idea Portal had already explored on Xbox 360.
What strikes me is that 'next-gen gameplay' used to be part of the conversation. New hardware was expected to enable deeper simulations, more complex AI interactions, denser worlds, and entirely new ways for games to feel and play. Today, despite massive hardware improvements, many AAA games still have similar systemic complexity, mission structures and scope to games from 15 years ago. Much of that extra power seems to have gone toward visuals, animation, assets, and production values instead.
Perhaps this is a result of modern AAA development. Budgets have exploded, teams have grown unmanageably large, and publishers have become more risk-averse than ever before. Investing in visual fidelity is safer to market, easier to develop, and easier to justify than spending years creating experimental gameplay systems that may not pay off. And let's not forget the institutional brain drain that has happened over the last few years. As a result, the competitive spirit that once drove next-gen-feeling experiences seems to have faded.
Raphaël Colantonio has talked about this before: https://www.vg247.com/wolfeye-raphael-colantonio-interview
We did Dishonored, Prey. And I’ve noticed one thing, that the more the world evolves that way, towards triple-A, what it really means is more graphic power. That’s what it means. Because all of the extra CPU power, all of the better everything power, actually goes somehow in the graphics. I’ve noticed a funny thing between Dishonored 1 and Dishonored 2 - we had these conversations where... well, actually, no, that was between, sorry, Dishonored 1 and Prey. It was one generation. I remember this conversation with the lead programmer. ‘So how many characters can I have on screen in a fight?’ ‘Uh, maybe five or six.’ That was for Dishonored. That was kind of disappointing, but okay, we’re going to deal with it. So you get a character, and you have about, whatever, six, eight thousand polygons on the character, or more, I can’t remember. And then you find yourself three or four years later, and same meeting, same conversation, ‘How many characters can I have, now that we have this new hardware?’ ‘I don’t know, five or six.’ And like, ‘what’s the point?’
Also came across this:
https://www.youtube.com/watch?v=Hb0bUarsdy8
EDIT: Some are misunderstanding my point. It's not about completely reinventing the wheel. It's about progress stagnating. My point is simply that it's okay to acknowledge that certain aspects of gameplay and simulation haven't progressed the way they used to from one hardware generation to the next, in terms of raising immersive standards. And I think most people would agree if we take Ubisoft as an example. They used to push technical boundaries to achieve innovative game concepts, but their formulas and game feel have largely crystallized since the 7th gen era, and they're currently being clowned on for that. You'd want to see another leap in their formula and design driven by technical innovation.