[..] First, the single-player campaigns of most games aren't even games anymore--they're movies. Wonder why the single-player campaign of your favorite FPS only lasts six hours? It's because it's incredibly difficult to make a six-hour movie, let alone something longer.
Really, it's probably more accurate to say that instead of movies, games are like the old mine cart amusement park ride. You get on the cart, it goes forward on rails, and surprising things pop out at you along the way. Welcome to the world of the corridor shooter. It's not a game. It's a ride, or a guided tour.
Why would anyone want to make a game like that?
Well, like I said, making a six hour movie is hard--but, and this is important, it's easier than making a real game.
Think about Ultima IV and the amount of content contained in the game. Sure, there was a storyline that needed completion, but the sheer number of things you could do as a player were absolutely amazing.
That story, and that level of interaction, required a complex game design and an incredible amount of detail.
Today? Modern Warfare 55 is not complex. It's just a corridor, and you run through that corridor shooting at shit and blowing things up. Complicated world design? No. Elaborate set pieces? Yes.
Games used to be complex. Now they're elaborate. It's a huge difference. And I think in a design sense, it's much easier to make an elaborate game than a complex one. It certainly doesn't require as much skill. [..]
Visit his blog to read the entire piece.
Also have a look at Systemic Babble who has a thread about it.