The big difference she observed is that older games don't hold your hand the way modern games do. They expect you to think hard, work hard, use trial and error, and generally, in her words, "use your brain." She spent a while talking about how old games have a manual where new games have a lengthy tutorial, automap, quest log, helpful companion constantly telling you what to do next, etc. etc. etc.
She didn't quite get there herself, but the juxtaposition really brought it home for me: the reason modern AAA games hold your hand is because they have to. Because they're just too big: too many game mechanics, too many locations, too much story, etc. etc. etc. If they tried to just sit back and let the player play the game for themself, nobody would would even scratch the surface of the game before they get bored and leave.
It was a little liberating because I finally realized I really can just stop paying attention to AAA games in general, and I don't have to feel weird about it. I'm not going to say they're bad. Plenty of people enjoy them enough to support a company the size of EA. But I'm now prepared to recognize that the kind of gameplay experience that I grew up on and continue to find most compelling is fundamentally incompatible with a AAA-sized budget.