To make a game of 'commercial' quality is much harder now.
Back in the 8bit days, you'd need to understand the machine down to the lowest level to make a game work, but then the complexity of the computers was much simpler (so it was something you could learn within a year or so). The 16bit era was a little bit more involved on the programming side, but still achievable. The only real problem was a lack of reliable information on the systems you were developing for (we are talking about a pre-internet time, so finding out information involved library searches, asking friends, buying specialist magazines/books etc).
These days getting your head around CPU registers, SIMD, & multi-threading will take a lot of time. Sure the dev tools are better, but back then we'd just worry about painting a few 32x32 sprites and a few parallax backgrounds in Deluxe-paint. These days you'll spend months doing modelling, you'll model super high res models to generate normal maps, then you'll be painting up any number of textures for your specular/diffuse passes. Whilst there are simpler languages than C++ available, you'll still need to understand how 3D mathematics work, and you'll be working with multiple languages (e.g. HLSL/GLSL).
Certainly you could pick up a game engine off the shelf that allows you to get something working fairly quickly, but you'll still need to spend time learning and understanding what is a very complex piece of engineering.
Developing for 8bit/16bit was actually very easy. The hard part was reading seriously unpleasant technical documentation to help you understand how to write games (because there weren't that many tutorials, although there were plenty of code & hex examples you could pick apart).