One of the things about games that makes them seem simpler is
the incredible ease that save features now allow. Remember when beating
a level gave you no more than a password you could put in to say you
beat it? Or when games made you play the whole way through in one
sitting? You had to actually master the game to get through. Now, a
rabid quicksaver can just repeat a difficult section indefinitely until
getting it perfect or with minimal damage, and then move on to the next
area.
Seriously, Quick Save is the antithesis of challenging gameplay.
I agree with that at some point. Those old games didn't have those
functions at all but they were... well, just fun to play so you just
repeated half of the game days after days after days.
I think it's not just a game-designers issue. It's also that players
have changed. Most players these days want it all and want it quick. No
redoing long parts, that gets annoying to them. And game-designers want
their games to be fun so they'll adapt to that. That's what I think
about it.
So, I think it's just a change in gameplay style. Though indeed it could be tweaked quite some in games nowadays.
Few months ago my brother played a Vietcong game. On hard, you had only
limited savegames. Very unpleasant at first but it does fit the hard
setting fine. It may not suit all players, but I think that's a nice
addition to the 'harder enemies, less health 'n stuff' thing.
I've also read that Darktruth, the mod that sadly never made it, wanted
to implement a no-quicksave system for the hardest setting. Just
auto-save spots. Two types actually: a one-time autosave, and a
reusable autosave. They actually used these as rewards sometimes, in
secrets for example. Nifty, I liked those idea's.
I also miss those extra thingies in nowadays games. Those secrets that
unlocked secret levels, extra stuff and all... it felt so much more
rewarding and made replayability much better for me. Plus, it gives the
feeling that you're actually smart, finding secrets, and it's exciting
to have found a secret level or object that you weren't supposed to
find on a normal run.
And about difficulty settings: I find that a harder difficulty must
have a greater reward. Darktruth planned to give away more of the story
on harder settings, and offer slightly different situations instead of
just harder enemies. I would've loved to see that in-game.
HL2 rewarded those that inspected area's closely, there were some
hidden information spots and such. That's ok, good to reward those that
seek, but I also think it should've rewarded those that went the harder
way.