Because if you weren't outraged about prices in 1993, you certainly shouldn't be outraged about prices now.
It's different people, and a different situation. We've clearly moved further down the demand curve: prices are lower, and more games are sold. So that means that more people are buying games now, who back in 1993 wouldn't have bothered. Say that 100,000 people bought a new computer game in 1993, whereas 1,000,000 people bought a game now. That means that 900,000 people don't view $100 as a fair price, but do view $50 as a fair price. So when prices go up to $60, maybe the 100,000 people who would buy games in 1993 at $100 wouldn't complain, but a large percentage of the 900,000 who didn't buy games at 1993 prices would complain.
It also means that a game bought in 1993
was worth more to marginal gamers, due to its rarity: a marginal gamer might only get 2 new games a year in 1993, so the private value of each game was worth more. I had a Sega Megadrive for 5 years and I only had 5 games; it took me a year to buy the same number on the 360, so it's only logical that each game has a lower private value to me. I certainly wouldn't pay $100 for those 5 games, but the $30 or so on average that I paid was worth it. If you were spending $100 on a game in 1993, you wouldn't waste time on titles that were crappy or that you weren't going to get much replay value out of. But spending $30 or $50 in 2013 means you can go much lower down the scale in terms of game quality, meaning that the average quality of the games we buy has gone down (relative to the competition, of course). Therefore, when people think of the price of games going up, they aren't necessarily complaining about the price of top games that we are happy to pay full whack for (e.g. new CoD or Fifa game), but those $30 games that they bought 2 years after release that we probably play for a month then get bored of.
In general, whenever the price of something falls and then rises again, people will complain: when it falls, the product will capture an increasingly marginal segment of the market, who will be more sensitive to price rises than those who were willing to pay the higher price previously. If computer games have fallen as much as you say they have, then it should not surprise you that the average gamer in 2013 is far more price sensitive than the average gamer was in 1993.