On that subject, game designers as a group haven't 'cracked the code' on a lot of non-combat gameplay. Exploration gameplay has come along really nicely, and just the pure exploration components of games like The Long Dark, Subnautica and Far Cry are entirely playable games in themselves (some stealth games, like Dishonored and Styx: Master of Shadows have great exploration components too, but make it hard to explore by killing you when you take a wrong step). Stealth and survival mechanics are making progress, but are mostly still frustrating and/or tedious (Subnautica was a much better game when I turned off the hunger & thirst components). The Long Dark did some great stuff in making the environmental gameplay engaging, even thrilling; getting through the night, outdoors in a blizzard is actually pretty gripping. The thirst and hunger mechanics are still tedious wastes of time, though not as bad as in most of the survival games I've played. Construction/base-building has made some strides lately, but is still seemingly years from being satisfyingly combined with other things. Banished started out merging a city-builder with survival gameplay, and Cities: Skylines started out blending city-building with crisis management, but both lost their nerve and are just sandbox games brushed with a little olive oil; Frostpunk took the baton and really ran with it, and is the only game I've played that makes city-building a real game instead of just a pile of blocks.