Sure, but it was a phase that had to happen and more importantly has passed. You can't expect technology to just stop evolving
I'm going to throw a hot take in here - the move to 3D video cards actually has limited radical technological evolution (revolution?).
Hear me out on this one.
Back in the 90's, there were a few different approaches to 3D rendering - 3D polygon worlds with 2D sprites, full 3D polygon everything, Novalogic's Voxels, etc.
The industry, largely as a hole, went with polygons, so video cards were built to optimize polygon math. Build up more polygons, you get more complicated meshes, and you get the beauty that is Night City and other cutting edge games of today.
On the flip side, however, it's become this one progress "hallway" that we walk down. As far as I know, no one is even looking at non-polygon based rendering systems now because everyone's systems are set up to push polygons, that is the standard, that's where the money is.
From the user perspective, back in the day, different games ended up having a different look to them because of their rendering technology - the Novalogic airplane games looking different than the Jane's airplane games, for example. You can still see this a bit today, where CP2077 looks different than, say Fallout, which looks different than, insert your favorite Unity game here. Some of this is stylistic choice, for sure, but other aspects of it are functions of the graphics subsystem of the game engine. But, absent radical style choices, everything just looks "real", which I suppose is the goal.
In the end, like Carmack said in one of his guest lectures, eventually people are going to stop writing their own game engines and there will just be a few commodity ones. He's not wrong, but I fear there's something lost in the shift.
Or I'm just a grumpy old man who still plays old DOS games (remember Terminator: Future Shock and its successor, Skynet? Classic!) and is trading heavily in nostalgia these days (played SMB3 and Sonic with my 8 year old son on the MiSTer for about an hour last night after dinner.)
Or maybe both.
One of the most epic fails in gaming history happened in late 90´s when John Romero didnt believe in Carmacks idea of Quake III Arena purely multiplayer based game and left ID software to bring own vision of legendary game - Daikatana.
But while Carmacks Quake III is true legend and still played game, almost nobody played and remember John Romeros Daikatana.
Iam pretty sure that it was one of the worst decisions in gaming history. Ave John Carmack ;-)
I remember everyone waiting for Daikatana. Waiting for CP2077 reminded me of it. Lol.