Maybe we will move away from it some time but right now publishers want to sell to as many people as possible and they happily buy the over advertised product. You cant blame the publisher for this. Blame the consumers for being mindless sheep.
The biggest cost is salaries, having a 200 people team that works for several years while being paid at least 2k to 3k a month is very expensive. Just do some maths:
200 * 2500 = 500.000 $ just for a month. And that's without counting the various taxes that apply to salaries.
So yeah, having a 50 man team or less is important, you reduce the costs and that means you have a less risky development.
The way i see it is that we're headed to more and more graphical *useless* features (like 4k definition) and that it'll make game development very hard because you'll have to pay an army of graphic artists to come up with insane definition textures and assets. John Carmack even mentioned "unique texturing"...i do hope this never happens.
If you think about it, game mechanics have barely evolved recently. Ok there are some new features, but overall a FPS is still a FPS. You shoot bullets with your gun and that kills people. It hasn't become insanely complicated to make an engine for this. What's become complicated as hell is trying to make it uber-realistic with dx11 features such as tesselation, big textures, high poly 3D models, lots of shader effects, etc.
Here's an example of what i mean:
do you really see a lot of differences between the 2 screenshots ?
Buildings will remain some kind of cubes with textures applied on them. The core gameplay hasn't really changed either. What has changed is that the player models use a lot more polys, there are a lot of shader effects, as well as dx11 effects, and the textures are really much bigger.
Ok...so this means not much more work for programmers, but a big increase in the amount of graphic artists required for the game. That's it.
edit: omg...this forum has issues xD going to host the screens somewhere else.