Earlier quoted context omitted.
You don't need to create everything with modern AAA standards. Games like FTL show that you can achieve a lot with much less effort. You just need to be bolder. And i think being bolder is the hard part: games these days are more timid in their aprroach to than they were in early 90s, like always trying to stick to a working formula. Mashups of different genres like SC2 are somehow nonexistent.
If you think that, you're not looking hard enough. There are countless incredible (and bold) indie games doing really interesting and unusual things. Off the top of my head: - Outer Wilds (an entire solar system is a puzzle stuck in a time loop) - Hades (a roguelike where dying progresses the story) - Slay the Spire (a hybrid deckbuilder/roguelike where different runs can produce drastically different gameplay and bu…
What I was talking about are games like Star Control 2 and Dune 1, where they boldly mixed completely different genres and, in SC2 case, added a very deep lore and managed to feed it to you at the right pace, not overwhelming you with information, and giving it in entertaining way.
For example, I would love some nice space RPG with FTL-like space combat. But they just don't mix genres that way these days.