>>718030623
100% this. Limitations fostered skill in developers. Have an ambitious idea? Too bad, the tech doesn't support it out of the box yet, you have to develop the system for it from scratch. Gaming in that era was defined by one-upmanship, constantly pushing the envelope, squeezing better graphics, more impressive effects, bigger levels, more content out of extremely limited hardware. Being the first to do this or that thing, revolutionize. It was an arms race of pure skill and ability.
There was also the implicit limitation of disc releases. If your game was shit when you went gold, it would be shit forever. You still had bugs, but something like a multi-gig day 1 patch would've been unthinkable, largely because the internet wasn't really something you could just assume your customer to have, especially not on consoles.
The moment system resources kept ballooning out of control, and development environments got too many ways to do shit out of the box, games began to stagnate, developers got lazy, and talent withered to being barely adequate at using the most common tools off the rack. What's even the last game you can recall to be technologically impressive? To do something really interesting, something you haven't seen before? Hell, what's the last AAA game you can recall that ran smoothly on release?