I had hopes in the Indie market to bring some of the old magic back, but indie video game "developers" are now first and foremost PR people that try to sell something via social media. They barely know anything about programming or computer science in general and the bar of entry being lowered endlessly through technological advancement made this possible. If you look at the advice given to indie developers to be "successful", it's 90% about how to do PR, networking (the social kind) and how to draw some youtube people in, making the actual godamn game is way down on that list. That this leads to piles of bad-to-mediocre cookie-cutter games that are indistinguishable and nobody cares about (including often the dev) should not surprise anyone. We also all know what an incestuous swamp the whole "indie" games industry is.
Back in the day you had to be really good at the technical aspect and also had to be creative with the programming to make computers do the things they barely had any resources for and also weren't really made for in some cases. Also most devs had a vision or played around with theoretical simulation systems and technologies they found interesting, quite a few of them coming from an engineering or even scientific background. It was also more of a passion for many (like creating an art piece) since there really weren't the absurd amounts of money in it there are now and the work invested often wasn't in any relation to the money you could theoretically make. The only vision nowadays seems to be to go viral and make a big cash grab and never have to work again. That's how you got SimEarth and SimLife back then, whole planet simulators that ran on ~7 Mhz machines with 512 kb/1 MB of RAM, while "pixel art" "adventures" with bought graphic assets need 6-core machines.