I’m outright saying that games with the graphics of Wizardry 1-3 should not be made today
Wow...ok then. I guess we completely see things differently.
Look, we all have our personal experiences. That doesn’t change there is something objective about it. We both can agree that FO and FO2 are great games, even if one us can prefer one to the other. Maybe you are right and we all have (or should develop) the capacity to immerse in shitty graphics. I think it as matter of what we want to see in game development. Players have been bombarded by so many bad cRPGs, that the demand for better graphics seems a luxury. However, the bad cRPGs that are out there are not bad because they have good graphics, but because they don’t know, or don’t want to invest, in good mechanics. If the few developers that can deliver good mechanics keep using the same art assets and cheap engines, we are all going to lose opportunities of moving forward. I just want the whole package (good mechanics, good gameplay, good art).
So, I think I'm stating something very obvious here, but what this notion of "just leave the graphics out" is missing is that the purpose of graphics isn't merely to convey mood - they also relate information related to the game state, like the positions of characters on the combat map or something. In most genres, the game mechanics and control schemes are entirely reliant on a particular graphical set-up, and replacing them with text is not a meaningful option.
Of course, that's still not a reason to have
bad graphics, but does that actually have anything to do with the engine used? Even with professional developers, let alone indies, the bottleneck is much more likely to be art design rather than engine limitations - a game with shitty Unity graphics would almost certainly still look shit if it was made in something else. Ironically, my objection (insofar as I have one) to defaulting to something like RPGMaker is the exact opposite - it's entirely possible to make a reasonably attractive-looking game in RPGMaker, but scripting new features gets increasingly awkward the further you stray from the default core mechanics, which is why most RPGMaker games don't stray much from the mold. Then again, I happen to
like a fair few RPGMaker games, especially the horror adventures, which just goes on to say that it's a perfectly valid tool even for making games that rely on atmosphere so long as the game fits in its constraints. The primary reason why you'd want to use a more "advanced" engine as an indie, though, is if you want to have game mechanics or a control scheme or a particular graphical style or whatever that RPGMaker doesn't support - that's the primary reason why I currently use Godot for my (2D) pet project, not that RPGMaker doesn't look pretty enough.
Finally, and this is perhaps just my own opinion, but I think that it is entirely possible that increasing graphical fidelity (especially animation) can be
detrimental to a game in some genres. The other day, I was trying out if I could get Realmz to run on my current machine, and having succeeded, I was immediately struck by how effortlessly quick movement and combat in the game was. Small wonder, there's no animation! A lot of modern turn-based games feel pretty damn sluggish in comparison, simply because so much time is spent watching superfluous animations, messing with the camera and so on. At least they look pretty when the graphics aren't glitching! A major thing that I like about (good) indie games, though, is that they don't have to participate in that particular rat race, and can at least theoretically utilise the type of graphics and the degree of animation that works best with the game. Sometimes the way forward is found by going back.