> Most games you play nowadays is winnable. And when it isn't people complain why isn't it winnable.
> Well... It's why they're not impactful.
Today's landscape in of videogame design is much wider than "winnable"/"unwinnable".
There's plenty of "unwinnable" games if one wants nowadays - they're called "hard". There is even the "faithful retro NES" subgenre, which reproduces NES design and difficulty. There are definitely impactful hard games, when well produced (I don't like them, but I guess games like Super Meat Boy have a lot of fans).
There's a reason why, on the other end of the spectrum, there are "easy" games; their objective is to provide an experience rather than a challenge - and also on this side of the spectrum, there is an extreme end - the walking adventures.
Old/unwinnable game of the past doesn't imply "impactful" at all; there was plenty of garbage back then.
There's still plenty of garbage nowadays of course[¹], but there are experience-oriented games that are "impactful" - think of the Bioshock series, or even What Remains of Edith Finch.
There is one aspect of the past that is gone forever, and it's the mystique that some games had for people who couldn't access gaming media.
If, 30+ years ago, one couldn't finish a game (for any reasons), the ending was a mystery. Nowadays, one just looks on Youtube. I have very ambiguous feelings about this, though, as it also carried frustration.
[¹] Although I think that, nowadays, due to the lower bar to production, people with good design skills and poor programming skills, can still produce a remarkable game.