I've observed before that there seems to be two diametrically opposed development styles going on with ED and SC - ED is building a universe to put stuff in, SC is building stuff to put in a universe - they seem like the two logical ways to approach a game development?
Except as a developer, I can tell you right now that one method will give you better results and one will give you logistical nightmares. You want to define the universe before putting stuff in it, lest the stuff not fit properly, leading to extra work in rebuilding the stuff.
Think of it this way. If you buy furniture to fill a house before the house itself is built, you could end up with all kinds of problems, such as too much or too little furniture, furniture not fitting, or furniture not matching the style or lighting of the house.
And Neo-ST, I've somewhat wondered that myself, whether perhaps my perceptions on good gaming differ from younger gamers of today because I've had a different gaming experience from my youth. But then I've talked to several younger friends about this recently, and more and more often, they are telling me that they've started to get bored of the modern, cinematic style of games and enjoy the more complex gameplay styles of the past that may not have the most amazing presentation.
For example, one of those friends had grown up playing Call of Duty, Uncharted, and several other "spectacle" games. But recently he started playing hardcore oldschool shooters, like Quake III, Warsow, and Painkiller. In his own words, he "can't go back to the vapid, mindless games of modern day" because they have all become mostly repetition to him, as they lack the gameplay that many of the old games had.
At the same time, I myself find it hard to appreciate some of the complex older games, because I've become accustomed to the niceties in modern games, like pretty graphics and music. (For example, despite owning the entire Wing Commander series through GOG, I don't really feel like actually playing them, as I've been spoiled by newer space sims.)
So I'm not so sure I'd judge it as a difference in the games we grew up with, but more on how much of that spectacle we've experienced. It's certainly amazing to see those cinematic experiences the first, second, and third times, but after the 10th experience, it starts to fade to the background, and the gameplay comes to the forefront.
This is inevitably what will happen with Star Citizen. We'll have seen the pretty graphics, immersive cinematics, the helmet flips, and so forth so many times that not only will we not care, they'll just get in the way of the thing we do care about: the gameplay. And if that gameplay isn't solid . . . well, at least there are alternatives . . .