So what I mean with atmosphere is what makes the difference between this good old games, everybody loved and the new sucking(I'm sorry for that) games like "Call of Duty - Ghosts",
If you think ALL old games were good, and ALL new games are bad, then you're stuck. Obviously you can't go into the past and make your game.
Or, maybe the difference isn't directly decided by what time period the game was developed in. If so, you're in luck.
I don't wanna say they are really bad, I mean they are playable, but they don't have this magical something, what makes we love them. This warm feeling, when playing them and the feeling to be part of something, maybe even to be in a place for a special time ?
If you think ALL the games you played when you were young are "good" (and not just because you were experiencing them for the first time), and ALL games you've played as an adult are "bad", well, the good news is that there is a new generation for who that "magic" isn't yet lost. The bad news is, you can't go into the past and be a kid again, so you'll never experience that magic again.
Or, maybe the difference isn't directly decided by what age you were when you played the game. If so, you're in luck.
So my game, I'm working on is about a really complicated, realistic and hard space MMO. But WITHOUT any kinds of DLCs, ingame buys, buy to win and all of that new "inovations".
If you think that the monetization scheme games use are what makes them "good" or "bad", then you're out of business. Are "insert another coin to play for 30 more seconds" arcade machine, "Pay $10 for an hour of online time" multi-user dungeons, "Pay a recurring fee of $15" MMOs, "Pay $500 for a console, and $100 for each game and just replay the same game over and over" consoles, really the defining quality of what makes a good game? After all, that's how they used to do it. And apparently, old = good.
Or, maybe the difference isn't directly decided by how the game makes money. If so, you're in luck.
http://media.moddb.com/images/downloads/1/69/68747/swjkaspd_1.jpg
http://i1-games.softpedia-static.com/screenshots/Star-Wars-Jedi-Knight-Jedi-Academy_13.jpg
and so on ..
so and that are the new ones with bad atmosphere :
http://gearnuke.com/wp-content/uploads/2014/09/cod-Advanced-Soldier.jpg
http://static4.gamespot.com/uploads/screen_kubrick/1365/13658182/2622075-callofduty_advancedwarfare_multiplayer_cod_aw_riot_slam+dunk.jpg
http://www.vgamerz.com/wp-content/uploads/2014/05/call-of-duty-advanced-warfare-3.jpg
If you think all single-player 3rd-person semi-popular Star Wars action games are good, and all multi-player first-person mainstream modern-day semi-futuristic military first-person shooter games are bad, then you're out of luck, because you can't license the Star Wars franchise for your game - EA has an exclusive contract for Star Wars games, for the next ten years.
Or, maybe the difference isn't directly decided by the [number of active players], [camera perspective], [popularity], [setting and franchise], and [gameplay genre]. If so, you're in luck.
If you are wanting an answer to the "magic", you'll have to look deeper than merely bashing games you don't like (but millions do), and praising games you have happened to enjoy.
As a designer, you'll want to be able to play and examine the good parts of games, even if you don't like the game. I don't mean make yourself blind to the flaws - rather, I mean attune your eyes to see the strengths hidden admist the flaws. My favorite games, and yours also, are very flawed.
To cut through your own biases, you could make a list of what about Jedi Academy you enjoyed, and what about Jedi Academy you didn't enjoy. (Or was Jedi Academy 100% perfect in every way? If the answer to that is 'Yes', then your emotions are still fogging up your game designer lenses)
Next, make a list of what about Call of Duty: Advanced Warfare you don't like, and what about Call of Duty: Advanced Warfare you do like. (Or was Call of Duty: Advanced Warfare 100% bad in every way? If the answer to that is 'Yes', then your emotions are still fogging up your game designer lenses)
Then, find another Call of Duty game that you do like (or as close a game as possible that you enjoy), and contrast it with Call of Duty, making a list of what you like and what you didn't like.
Similarly, find another Starwars action game that you don't like (or as close a game to Jedi Academy as possible that you don't like), and contrast it with Jedi Academy, making a list of what you like and don't like. For example, The Forced Unleashed (I'm assuming you dislike that game - if not, find one that you don't like). Comparing what you like (and dislike) about Jedi Academy with what you dislike (and like) about The Forced Unleashed would be an excellent design excessive. Have you played the game called Outcast (not the starwars one)? What parts of Outcast do you find yourself enjoying, and what parts do you dislike? How's that compare and line up with Jedi Academy?
Also, seeing as it's related, I posted some of my thoughts (two years ago) about what I think strengthens game atmosphere in this journal entry. Obviously it's subjective, but how would you reorder those attributes that compose the atmosphere, and which would you add to, or remove from, that list?