Boy do I miss the following:
- Losing my saved games due to battery backup running out of charge.
- Passwords.
- Having to buy a game at a later date to get a more recent revision with bug fixes.
- Long loading times.
- Blocky razor-sharp-edged polygons that warp all over the place.
- Straight ports of arcade games with no progression.
- Slow-ass memory cards.
- CD drives wearing out very quickly.
- That awkward phase of early 3D games controlling like absolute ass.
- Fog. Fog everywhere.
- Controllers without analog sticks or vibration.
- Playing online with a 56k dialup modem.
- Installing a game spread over a dozen of floppies.
- Having to manually configure my soundcard.
- Having to edit my autoexec.bat and config.sys files to shave a few KBs of RAM to enable the mouse driver.
... said no one ever.
I wouldn't say no one wants these things. I know (and work with) a bunch of people who would love to see
some of these things be more common today.
- passwords are an easy way for people to skip to certain parts of games if they find the game too difficult. They also allow for fun easter eggs or other pre-setup builds.
- Long load times? Games these days take way longer to load than they used to. I remember when Mortal Kombat 1 came out on Sega CD, we used to clown on that version because it too 7-10 seconds of loading per match. That would be lightning fast on a PS4/XboxOne these days. Lots of AAA games have 1-2 minute loading times when they boot up. Some games have 30 second respawn times after death. It seems like it'll only be next gen before we get decent load times (though PC games have loaded decently fast from SSDs for a while now).
- Blocky razor sharp polys are the hot new art style. Lots of people love them (or love a version of them). I wouldn't be surprised if they are the new trend in indie art styles now that and young devs whose first system was a PS1 are coming up.
- There's a small-ish crowd of people that really don't like progression, in the sense of the game giving you things for just spending time with it. XP for everything, unlocking items, crafting junk, XP, XP, XP. They are all systems that mask flat gameplay systems by making the numbers go up. Arcade games gave players then entire tool set from the get go and asked them to become better as a player, not have the character in the game become better for them. Things that used to be measures of skill have become measures of time, and there's some people coming around to the idea that that's often not great. Not every game needs to be one way; there's room in the market and fandom for arcade style games.
- 'the awkward phase of 3D games controlling like ass' is true, but there's a decent amount of people that look fondly at that era because it was a time of great experimentation. While standardized control schemes have made games much easier to grok from moment one, and evolution on best practices have made 3D games, in general, control much better than they used to -- the whole thing has come hand in hand with codification and narrower input variety. Some have argued that it's caused stagnation in core game design because codified input methods have created a sort of "mental prison" in developers minds. It also hasn't helped that 3D games, in striving to feel better, have trended towards tons and tons of assists, with some games (and genres in totality) trending towards games that "play themselves".