tl;dr: Accessibility has always been a concern and, there is more innovation happening today than 30 years ago.
I also miss the (video game) days of my youth; learning about games from friends, or by going to an arcade and seeing what new machine was front and center...later making ANSII ads for BBS's so I could obtain a high enough credentials to get access to their warez section and learn about the latest games.
That said, I chock my emotions of those days as nostalgia and recognize an indie in the 80's/90's had a much more limited set of options than today. From middle school to college my options went from Applesoft Basic with the Beagle Bros compiler to Turbo Pascal/C++ with the XMODE library. That's it. Innovation in game design, and mechanics was regulated to a task that could be accomplished only after you figured out how to get a framebuffer up, sounds playing, and all the other nit picky things required to build a game.
Don't mistake accessibility with complexity. I make games for a living and some of my co-workers have been doing this for 30+ years; accessibility has always been at the front of the games developers build. When 4k of memory was a lot, the best games could do was have paddles, a ball, and text written on an arcade cabinet to describe how to play. Later on we introduced demo mode and how-to-play screens, which worked particularly well with most games as they didn't scroll and limited play modes and/or mechanics to demonstrate.
And when games became more complex (powerups, scrolling screens, etc...), the games people played were the ones that continued to innovate on how they were accessible. A great example that codifies this early push for accessibility by design is in "Sequelitis - Mega Man Classic vs. Mega Man X" https://www.youtube.com/watch?...
If games haven't always found a way to be accessible, demos, tutorials, etc... they wouldn't be played because only a handful of us die-hard geeks are willing to read through the manual. So as awesome as it was making games in 320x240 with 256 colors with my own game engine, I know what I was able to produce then pales in comparison to what an eager indie can create today.
To see this innovation just poke around Newgrounds or go to any global game jam site or just look at the entries from one of the quarterly Ludam Dare's ( http://ludumdare.com/ ). At the Game Developer's Conference this year there was a whole section of alternative input games ( http://www.gdconf.com/news/gdc... ). And there are plenty of other sources showing innovation game play mechanics, some fun, some not, but plenty of experimentation.