http
/www.elizabethany.com/2012/12/video-games-galore-in-1996-toys-r-us-ad.html
Oh look, all games weren't $20 back in the day, they went up to $70. There's actually PROOF of that on the internet. They would cost even more today if anyone here has actually managed to pass grade school economics and understands there's inflation within 15 years. Know how much inflation? $70 in the 90s would be $100 today. Then again, even when I was in grade school I had the intelligence to go buy my games used from the video store and keep them in good shape. Those $15 copies of Chrono Trigger and Ogre Battle sure did pay some bills later in life.
But hey, what video games used to cost is completely irrelevant. Do you comprehend how much effort it takes to complete a 3D rendered virtual world in a modern game with advanced AI compared to how much effort it took to make Pong? Major studios back in the day wouldn't pass as indie dev teams today. Making AAA titles takes massive teams of people comparable to blockbuster movies now. Sure, they may make millions, but it COST millions of dollars to make that game when you consider every single one of those employees was paid. You also do not consider that all the "cult classics" with low sales, remakes, even shovelware, may also end up as losses and cut into their profits. When a company doesn't make profits, they have less money to invest in future titles, and those may be titles you were looking forward to. Unprofitable companies cannot afford to take risks and release anything other than sequels they think will sell. Development studios aren't rolling in the money you think they are, that's why they're shutting down and going bankrupt left and right. The gaming industry is bleeding.
So here's some options.
Lower your standards and buy lousy mobile games, because they can be made cheaper and are far less of a risk both to the studio and the consumer. Get used to it cheapskate, you don't get steak on a ground chuck budget.
Get used to DLC, because you aren't willing to pay more up front and they need to regain their money for that AAA title. Making a shorter game with DLC means they have less of a cost upfront, which means they can afford to gamble on risky IPs. Taking risks means we can perhaps get some fresh IPs rolling instead of just rehashes and sequels.
Or stop crying and pay for the quality of game you insist on. Reality is that the demands of gamers and the difficulties devs face rises every year. You want better graphics, but better graphics haven't really gotten much easier to make. You want challenging AI, AI wasn't even a factor in the Atari days. Space invaders didn't sidestep your shot, they just came at you. You want engrossing plots, but quality writers are rare in any form of media. If you don't like a game, don't buy it. There weren't online demos in the past, there wasn't Gamefly. Even as a child, I saved up my allowance for weeks to buy games which occasionally turned out to be garbage. I rented games BY THE DAY at higher rates than VHS. You're complaining about being unable to afford things that A CHILD could afford.
tl;dr: Get over it self entitled, socialist society. Things cost money.