No one considers Fallout or PS:T Shakespeare material
Lies.
The "love story" between TNO and Daionarra is much better than some classics, it's especially better than Romeo and Juliet *shudder*.
:D
What is undeniable is that most of these developers clearly don’t give a fuck anymore.
This is deniable, and in fact I deny it. It was clear to me that the developers cared intensely about TTON. I've worked on a lot of games over the years, and while it is certainly true that there have been people I worked with who were dismissive of some parts of the game (story in particular, certain aspects of polish and presentation in others), I never really encountered anyone on the development side who didn't care. And at inXile, I didn't encounter any dismissiveness at all, except maybe a certain level of exasperation at my word-level neuroses. There's really no reason to be in game dev unless you care about games, unless you've pigeonholed yourself with a degree from one of those for-profit game development colleges or something.
this explanation that they are incompetent because being cRPG writer is a shitty job, we are talking about writers receiving a good pay in comparison to the industry and a creative line of work where you can make your own hours. Shitty job is breaking your back on a coal mine or working on a fabric for 10 cents a day. People longer hours for less in much stressful jobs and deliver what is expected from them. So don’t give me that crap that is a shitty job. It's not.
I haven't followed the thread closely enough, and you and I have talked at length about this topic, but my view isn't that it's a bad job -- obviously, looked at across all jobs around the world, it's a pretty fun job that pays pretty well. It's just that it's a tricky job to do well, and talented people are hard to attract into it for a variety of reasons. Those people are then spread pretty thin across an ever-growing industry. In days of yore, young men who loved fantasy and science fiction, were on the autism spectrum, and were into computers were relatively more plentiful compared to the overall quantity of game development jobs. Today, for a variety of reasons, I don't think it's as easy to have a game made primarily by obsessed, often brilliant, polymaths. Companies like Riot have the resources to attract that kind of people (I know because one of the founders, now VP of Design, is an old friend of mine and tried to recruit me*), but most don't.
[EDIT: * This is not to say I am a brilliant polymath, only to say that I have some idea of the resources Riot has and their recruitment philosophy.]
I do think that you are basically right that one reason why the same group of developers might make worse games today than they made in the past (I'm accepting your premise, but I haven't played TTON or WL2 or PoE, so I can't agree or disagree) is that "they have many other interests." In my 20s, I could devote 5 hours a day to game development easily, even while doing pretty well for myself as a full-time law student. In college I could put in even more time. Similarly, when Avellone was a young man working on PS:T, my understanding is that he was putting in 14-hour days -- essentially the "full time" of the job, plus the 5-6 hours of "surplus" time in which I was doing my hobbyist development. Once you're a grown up with a wife and kids and more perspective on life, those hours -- and to some degree that passion -- are harder to justify. Indeed, even the physical exertion of working non-stop is harder. Maybe this is what you mean by not caring, I guess, in which case maybe you're right. But to me it's not a matter of "not caring," it's just a matter of adding things into your life that necessarily take priority over making games.