Not a fan of complexity for its own sake, myself. I like gameplay elements to have powerful dynamics that enable emergent complexity. Easy to play, but with deeply explorable possibilities.
I do think Fallout 1/2 were genuinely great games. They were slow paced, but they gave you meaningful choices in a way that's extremely rare these days. Not just in storytelling, but in character-building, too. It didn't seem like there was any "wrong" way to build your character. I also remember the tactics being very satisfying. I sunk a lot of time into figuring out how to get the exact outcome I wanted in each encounter, which was usually all about keeping Dogmeat alive. I couldn't stand to see that dog die
And it did involve juggling a lot of variables -- which targets were highest priority, how to influence everyone to move around in certain ways to manage threat ranges, and where high risk/high reward, steady damage, or using rare items was most appropriate.
Fallout 3 didn't bother me because of what it tried to be, but just because it felt lazy. The FPS gameplay felt clumsy/unresponsive, which made use of the VATS system a requirement in any difficult fight, but VATS horribly broke the game and made everything stupidly easy and unsatisfying. Would have been alright if the setting was more interesting, but that seemed to rely completely on a handful of well-crafted set pieces, while the entire rest of the game had zero character. I probably would have liked it more, but I played this game immediately after finishing Stalker for the first time, which by far surpassed Fallout 3 at everything it tried to do. After a few hours into the game, I found myself thinking "Ugh... I should just go back to Stalker..." and eventually that's what I did.
I can't really think of any recent games that live up to what Fallout was... but I don't doubt that they're out there. I just don't play many RPGs anymore, due to life circumstances. When I play that type of game, I like to knock them out as quickly as possible through long, hyper-focused sessions. Family makes that difficult.
Perhaps one of the problems we're running into here regarding "vision" is that gaming has simply matured. Innovation isn't as easy as it used to be. Publishers pushing for easy profits are definitely a factor, but there's also just less unexplored territory than there used to be. I doubt anyone can come up with a game idea at this point that isn't easily expressed in terms of other games that are at least 5 years old. I think the majority of fresh genre-busters we're going to see in the future will be because of technology enabling new things, rather than because of new ideas.