I thought that was a very interesting interview. I don't agree with the opinion that games are worse now because they lack challenge, or that they by default have less depth because of this. Depth, complexity, and challenge are all three very different things. For example the first Mass Effect had complexity with equipment but lacked much in the way of depth with that equipment. Much of it was worthless and a player gets spammed by a constantly full inventory of randomly dropped and found items. The mod system had some hope but in the end several mods were far more worth it than others. It had complexity but lacked depth in my opinion, which is why I largely didn't miss it in ME2.
Mysticism is an example of complexity not meaning difficulty. Wrapping the spells from that category into others has zilch to do with how challenging the game is.
When it comes to challenge, many older games were outright unbalanced and overtuned. They had to be overly tuned for difficulty to make them last longer. People would have to replay levels over and over and such because most of those games were much shorter than modern games. Now that games can stand on their own and be entertaining to many gamers based on their content with moderate rather than frustrating challenge, that's a more appropriate difficulty in my opinion. For those that want more difficulty, that's what difficulty selection modes are for.
I find it interesting if people in the other thread got irritated by Todd's comments when he specifically says they don't pay much attention to trying to appeal to a particular gamer demographic, and instead just focus on making a good game. His CoD comment meant RPG features are not exclusive to the genre anymore so those types of players might be interested in it, and not that they want to make the game more like CoD. Something tells me half the people complaining about that never even played CoD either (I haven't so I'm not going to judge it all because it's popular).
Something that is overlooked is that Todd Admited that they exchanged in having a huge open world for a lack of a good story. I personally think you could do both easily, have a huge open world and a story that is excellent too.
He said it was in exchange for good story
pacing and that they focus more on the experience than the main story. He didn't say they exchanged a good story for an open world. Naturally the pacing WILL be broken if you can do whatever you want, and I think that's fine. You can spend years between main quest stories in the games, and while that makes no sense story wise that's fine from a game play perspective.