What's a genre or subgenre of game you feel like you feel like absolutely should be your jam but most entries you've played just don't do it for you?
(for me it's Tycoon games, i fuckin love the sim genre and I adore simcity etc but for some reason I always fall off of the more-focused ones really quickly. I'm not sure why!)
... the truth is it's often incredibly difficult to push past my own ADHD to actually put up with one anymore.
It does not help that of all genres, none seem more determined to make tedium a fundamental part of the gameplay with such religious conviction.
And it's not an East vs. West thing, much as the Gamer™ discourse often tries to paint it as one. Both traditions bring their own sense of tedium to the experience, just often in different ways.
Western ones, in fact, seem to instantly exhaust me more often than Japanese ones these days. Much as I loved what I played of Disco Elysium, I also never finished it, because I just hit too many moments of realizing I was going to have to watch Harry slooooowly trundle across the map for the 5th time that hour, and just went to find something else that wouldn't waste my time.
Honestly, as someone who used to bang on about the evils of "JRPGs" for years, I've come around on them a lot more. No I don't like level grinding much, but newer games don't tend to have much of it that isn't optional. Yes they tend to be full of long unskippable cutscenes and linear narratives with no player agency ... but so do most Western games anymore, except the latter will maybe periodically interrupt me to make some meaningless dialogue choice that has no real impact on the plot except maybe which cutscene plays at the end. Japanese games are just more honest about it, and usually actually has something to say in the process.
Either one though is also going to demand a simply ludicrous time investment that I ... just don't have the patience for anymore. And the number of times that investment hasn't really panned out has started to make the genre at times feel very much like how I feel about the tabletop exercise that inspired it: something long in promise, that rarely lives up to any of it.

