Today's development is at least 100 time easier because you have so many info around. So many experience what works and what not. Sony can share info in between first-party studios. And still we got this. Forza is the same.
Not sure I can agree with that. If anything game development is even harder nowadays due to massive corporations, like Sony, making restrictive deadlines to meet often causing studios to have to run in crunch mode. As well as the financial situation e.g games cost more now than they ever have.
It may be a bit easier to learn coding nowadays thanks to the internet, but there is so much more to game development than that. In fact there is so much to game development that I just can't cover it well enough in a singular post.
Game development is a lot harder now-a-days actually. With having such powerful systems, there's a lot more that's expected. Take a basketball game back during PS1, before you just had to worry about the players design and animations, the ball, the net, the hud and the environment (the crowd, the scoreboard, etc.), how the controls worked and how it all interacted.
Now take a PS3 or later basketball game. They've now added cloth animation and hair animation when the player moves, even things like the players sweating and their clothes getting dirty from falling on the asphalt if it's a street game.
Point being here that the more complex platforms can be the more micro systems that are added which take time to make and lengthen development time. Granted these can be recycled but still time goes into it. Then there's also that animations are smoother and more life-like too
That's just that. Now throw in having online multiplayer, well you need to code for that. Plus a lot of people don't have constant reliable internet so the gaming company needs to host their own servers instead of having a players console act as a server. Why not use the players server? Well the data going through the internet has latency. The host has 0 latency so anything the host does is instantaneous while your friend that's on the opposite side of the country has a 70ms delay. If you both shot each other in a FPS at the same time, the host would win. You can counter that by giving the host a equal fake lag to their actions (actually not the case, but easier to explain this way) or to have a unbiased non-player sever act as the server that all the players connect to. Okay that's great but now the software company needs to (just for an example I'll use the USA as an example) buy several on the North East Coast (usually NY), West Coast (Seattle and San Francisco), Chicago, Houston, etc.
Okay great but now those servers have a chance of going down so you buy extra servers in those same areas and spread the load out evenly among what's available. This way if one goes down that region isn't out. These servers cost money too btw, sometimes in the hundreds of thousands per month. Which is why these companies push for micro transactions and DLC, that and because they need to turn a profit, pay their army of developers, sound engineers, modeling artists, testers, etc. and then line their pockets with what's left.
Anyway I didn't even get into anti-cheat stuff, all the automation for going from a code change to deploying said changes to the servers and to the consoles, and so many other mechanics