Gaming is becoming less interesting to me because I don't find the gamification systems of real life activities appealing anymore.
The gameplay padding aspect of giving a different name to an already existing mechanic is now so transparent it's borderline insulting. They call it "new content" or a "new feature" but in the end it's really nothing.
The most egregious example of this in recent years is the concept of "crafting" being added in seemingly every game.
"They added crafting to Snowrunner" except they really didn't. It's another fetch quest with a different name and one more PRESS A prompt at the end of it. You didn't "craft" sht. You just drove back and forth some more on the same road you're gonna be driving clearing out this map. Also, in Snowrunner you don't "Build a gold mine" by using your cranes to place beams on a ghost blueprint of a building or anything, you drove in a square, you pressed a button and it built itself.
"They added crafting to Tomb Raider", no they didn't. You're pressing A in front of twigs like you press A in front of gun ammo except you have to press A a few more times to transform twigs into arrows. Please skip the bull and put boxes of fricking arrows around. You're wasting my time picking up twigs and calling it crafting. I can "craft" 12 arrows in the time it takes an enemy to reload an AK between 300 rpm bursts of gunfire directly at my face. Stop it.
It adds nothing in terms of gameplay except more time doing the same thing you did before.
It's extremely lame and it's burning me out of most mainstream games because these concepts are reskinned and shared across the whole industry and next thing you know games are now 80$ and padded to the gills with mountains of "content" that amounts to literally nothing.
Games need to know what they want to be and do that. If you're not going to have crafting on the level of Kerbal Space Program then don't bother. Just make Kerbal Space Program and stop wasting my time. It would be easier and better for Kerbal Space Program to introduce fetch quests then for a game of fetch quests to bother with "crafting".
If your "survival elements" only amount to some progress bars you have to nurse for the whole game then trim the fat and skip it entirely.
Don't charge me 30$ more and call it a new mechanic or a feature if all there is to it is me running around picking up multiple things, only for a single item to spawn in a backpack after pressing a button with some fancy text. This isn't a feature, and it isn't "content"...You wasted my time and charged me for it.
Let's say I have to pick up herbs, cloth, string, bugs and actually fire up a pot, crush the bugs, cook he herbs, stir everything up manually then spread this gross slop on a piece of cloth and call it a bandage then sure, I crafted it myself and that's better but is it going to be fun doing that a hundred time? Probably not. As a designer are you going to spend the time figuring out an appealing and fun middle ground between pressing a button and doing what I described above repeatedly? no? Your Jira board is already overflowing? Then don't bother adding "crafting" into your game.
These days I mostly play heavily skill based games (racing, physics based, Immersive Sims) or stripped down stories like Abzu or Journey with one button because these are the games where the art of game making actually shines the most and is not some trendy industry gimmick being recycled half assed for the millionth time.