See, I wouldn't be cynical if today's standards didn't create games that have no learning curve. Games back in the era of the NES, Genesis, and Super NES tended to be at least moderately difficult if not almost impossible (Ghosts'n'goblins), and I enjoyed that. Now, I'm not against there being easy games; the consumer need something to play. But almost every game nowadays is ridiculously easy or, in the case of multiplayer games, clearly favors the person who is not winning (Mario Kart? Brawl?). Games keep you going with achievements for what used to be considered mere plot continuation (Hey, grats, you watched a cinematic! Here have an achievement). Many of the games that ARE hard (i.e. Fire Emblem) are hard in terms of design flaws; using the given example, I can have perfect strategy and get a bad dice roll that ends up killing me, be it by a miss when I have a 99% chance to hit or being crit when the guy has a 1% chance to do so (inb4inuicontradictingmeonFEbeingpoorlymade).
I'm not the one in the phase, the game community is, what with the recent influx of entitled casuals. When games start having difficulty again, and I have something to master, I won't have any problem with the industry and its standards.
But right now, the standard seems to be games for non-gamers, and that's not a standard I want any game I would play tailored to.