I think part and parcel of the 60 dollar game is the sense by game producers that they have to appeal to as wide an audience as possible. People such as myself were playing video games before they were cool, when game producers were interested in getting the most out of their geeky audience. I remember having a hell of a lot of fun with text-based adventures on DOS, tricky to play and requiring a lot of pen & paper work, but these were born from D&D fanatics who knew the score. The same goes with early JRPGs, they weren't designed for happy well adjusted people, they were all about finding secrets and the unreasonably giddy feeling you got from earning a new class or crushing some nearly impossible enemy. Arcade games were made specifically to make sure you lose early and often, they wanted your quarter and that was that, but they also wanted you to play again and again regardless of how unlikely you'll succeed. What would be the point of making them easy? A story if there was one, was there just to fuel your imagination. The people who would create those games were the ones who were likely to play them, and they wanted to impress their friends.
We're a fringe market now, the new target market doesn't want to be lifeless and pasty magnificent bastards.
This is why independent game developers have me all hot and bothered.