In 1982, anyone with an 8-bit computer, an assembler, and descent programming skills could write a game. The old computer magazines are filled with ads selling games from smaller companies. Reasonably-sized project timelines and budgets made it viable. The notion that game development was largely unavailable to smaller developers until modern mobile devices came along is a fallacy. Sure, today we have digital distro. Back then they had mail-order.
There's a danger here of confusing number of games with number of gameplay types. In particular, I'm referring to the amount of variety offered from the major players in the industry. From what I can see, the actual types of gameplay are fewer each year than they were prior to the first crash. Think back to the arcades of the past and the variety of approaches to in-game mechanics and even the custom interfaces that went with them. What we're seeing now is a narrowing of types of gaming experiences due to the demand by investors to give them a proven product. And by that they're referring to something that has been proven to sell. Hence the same basic games with a change-up of characters and background scenery.
In other words, we could argue this point pretty much indefinitely (or until a truly comprehensive statistical report is compiled).
Profit margin is the key thing to consider here. The profit margin on a game shipped on DVD is somewhat higher than one shipped on a diskette back in the day and is much higher than a cartridge-based game. Couple that with the increase in market size and I would hope that -- factoring in inflation -- it would be expected that the price of games be relatively lower than they were in the past. I'm not sure what other consumer goods you're using as a base for comparison, but it can be safely said that similar forms of entertainment like Blu-ray motion pictures are considerably less expensive than modern video games (as was mentioned in a previous post).