I think this advent of dumb gamers simply means game developers need to amp up their game tutorial systems instead of meeting those players at the bottom where they wont actually experience the game.
Look at fighting games for example. The gap between a newbie and someone who understands the mechanics are HUGE. But theres nothing in the previous generations of games that explain to the newbies what the people who know how to play the game who actually know. Things are fortunately changing now thanks to games like KI2014 or hopefully USF4 but the fact remains.
Most people dont know about Wake-ups, frametraps or cancelling. But theyre crucial in actually playing the game.
This guy doesnt know things we take for granted. He doesnt know how to play tactically. Hes been forcefed games where you press an easy button to win the game and it really shows. Its all he knows.
Well look at it this way. If you have software, one of the most important parts of it is teaching/guiding your clients on how to use your product. This is because the product is useless if nobody can actually use it. Tutorial serve that purpose because and act as a digital teacher educating you through different mechanics. These turtorials come in two common forms, an npc who is spouting out commands or a prompt that has information on the steps. What determines how good these turtorials are is an education question. It is asking how do we effectively teach people how to play games.
Another issue is the domain of increased input permutations in console gaming. My first game ever had a 2 button input. Symbolically it is easy to figure out what the game does by trying out all of the buttons because of the domain of input permutations. It is really not that much. These days games are operating on more complex combinations. This makes teaching a person much more difficult if more content is present. How do you walk through everyone of your mechanics without boring your user? My favorite methods is through an unwritten set of standard that some genres conform to. If you play need for speed and then switch to another car game, you will probably be familiar with the controls. There is an unwritten standard which states that the right trigger is accelerating while the left one is breaking. Same with games like call of duty vs another shooter. The right trigger is shooting and the left is zooming in. There is that unwritten set of standards. If developers employ more of this, there will be more familiarity across games. Problem is the industry is so disjoint which is weird for a software industry.
Now, where do more complications come in? This is when you realize that the game pad is not the only input mechanism out there. I would argue that in terms of familiarity, the gamepad is one of the most inefficient methods out there. Let us have an example, a fighting game/racing game. If you take someone who has never played games and you introduce them to gesture based inputs vs game pads they will probably be better off in gestures. Gestures are pseudo natural, pad inputs are something that ha to be learned time and time again. It is easier to say "pretend you are in a car" than "press this to do this" more relativity on the game part. What is the problem with gestures though? The culture behind it, the environment and the efficiency from a technical perspective.
To elaborate on the environment of gesture, if somebody was playing a game in a virtual environment they would achieve more interactivith through gestures. Gestures would give them the illusion of actually being in the enviroment and interacting with it. One could even "get lost in the game" but the moment they are using their pad, it is a reminder that there is still this layer of interactivity and virtualization..
Sorry for the long text