Umm.... no.
The game development industry is incredibly demanding and competitive. There is an infinite supply of teenage boys and young men whose dream job is to make video/computer games. This keeps the salaries low compared to software development jobs outside the gaming industry. Crunch time is legendary and the turnover rate is very high.
So you end up with a steady stream of people coming into the industry and a large percentage of them leaving within a few years. What you're left with are a core group of dedicated and passionate developers who make all the important decisions regarding a game's development. Mediocrity doesn't survive long in the industry. The shitty pay and often shittier working conditions weed out anyone who doesn't have both the passion and the talent.
Trust me, there is no shortage of talented developers with good ideas. Unfortunately many of them burn out and leave the industry before they acquire enough experience to be able to fully realize their talents and ideas.
The apparent lack of good ideas in modern gaming comes down to risk-averse management and rapidly inflating development budgets. THAT is the most significant change since the 90s, not the pool of talent -- if anything, there are more talented developers than ever before.
So do you want the super talented and dedicated pool of people already within the industry or do you want "risk-averse management" to make their lives easier?
You simply don't understand the major trends of the last ten years that have made video games a less attractive medium for attention. For one thing, the idea that there is an endless supply of talent willing to grind to the bone for video games is an archaic idea. In the 90's this was true because gaming was an incredibly pluralistic and global phenomenon. Globalized marketplaces provided plenty of attention and opportunity, while new technologies created challenging obstacles that game development talent could overcome through experimentation and creativity. Most importantly, video game companies and developers could
fail without significant career or market ending backlash. Video games were so attractive, dynamic, and pluralistic in the 90's that a failed game company's talent would find new work and other investors wouldn't be so dismayed at the outcome that they wouldn't invest in new ventures.
More importantly, the culture that shaped video games for the first thirty years has been transplanted to social media. Most of what made video games attractive to young people (and young men) are no longer its best outlet. Competition, experimentation, utilization of technology, aesthetics, interactivity, and social bonding are now available on much more creative, open-ended platforms. Twitter and Snapchat have transformed these experiences by broadening them, and by offering more tangible rewards. In fact, video games are now popular
because of their social media contributions as they form part of the media noise that allows the riffing and experimentation that social media is known for.
Finally, any new cultural form (artistic, political, economic) can be judged by how much female influence has effected it. As we know, video games are undergoing a cultural purging of dissenting voices to the matriarchy. They are systematically removing masculine dynamism from the form, piece by piece. This also happened to rap music and cinema. When wymmyn begin to control a form it become both superficial and subordinate to her (usually narrow) ego. Talented men will naturally leave non-dynamic, controlled systems for less hen-pecked pastures.
Currently, Microsoft is spending billions of dollars on worldwide cloud computing infrastructure developed and maintained by minimum wage 20x productivity third worlders so kids playing crackdown 2 can see the buildings they destroy collapse "according to the actual law of physics." We are entering the post-video games as relevant pop art phase, son.