I don't think corporate greed and sloppy development have changed at all. Development is generally less sloppy now due to much better tools for managing things.
What's changed is that the development process is transparent to the public in a way it never was before. In the old days, games were launched, then the marketing team did the "what's cool about it" thing, and they did some flashy cover-art that everyone knew would in no way resemble what's in the box.
Most initial game projects still failed back then, but before anyone would hear about them, and some games would have massive redesigns / change in focus during development, but you'd only really know that by playing the final game, and noticing the cracks. Now, it's normal to hear the big spiel about what a game is going to be in the early concept phase, then it gets down to the actual reality of making a working game (that's the period in which about 2/3rds of the raw concept ideas need to be thrown away completely, since they're not practical or cohesive) and then people freak out about how companies "lied to them" about what they were making. This is just the age-old black magic of how games come into existence, but laid bare for the public to view the process.
Even Peter Molyneux gets slammed mainly because he publicizes his "wild initial ideas", and not for the objective quality of the games he has released - they only suck in relation to some mythical "best game ever" that he thought up to start with. Think - he does that for every game. it's the same process that gave us Populous, Black and White, Dungeon Keeper, and Fable. But now when he has an idea, we say "fuck you Peter, your original game idea didn't all get made exactly like you said it would". fuck Peter Molyneux? Fuck us for all being such assholes about it. Without Peter Molyneux coming up with too-big ideas to start with, he couldn't have made the games he is famous for.
The real problem is that the industry needs those big ideas guys, if you want great games. you need to come up with ideas that are too big if you want to push the boundaries. Then you come up against realistic constraints, and you creatively fudge things, and cut things down to size, to make a practically-creatable game. The danger is that we're now pillorying visionaries and demanding that devs deliver "realistic" games where the original concept pitch is 100% what is delivered at the end. People are going to stop reaching for greater heights if we treat everyone like that. We don't need "reasonable" devs who deliver exactly what's promised, because that only prioritizes mediocrity, we need unreasonable people who ask for too much out of the hardware and systems.