Seasonal stuff like Last Epoch, Diablo 3/4, Path of Exile. Grindy time-wasters such as World of Warships and First Descendant. Things that I log in to do stuff on but am doing it more out of habit than out of desire.
I'm the same way but seasonal breaks the OCD part of it for me, which was an important (if detrimental) development in game design. For some reason I'd rather spend time grinding to make a weapon 1% better in Warframe or get more cards in Magic Arena than try something new that's equally pointless but has a pointlessness that is self contained. Part of it is doing contract work in real life so I'm always supposed to be onto the next hustle, so a game has to be a hustle too in order for me to self-justify it. And, after enough time, that hustle has a comfort level to it (especially since I get to hang out in teamspeak for Warframe).
When I was a kid there were "real games" (stuff I bought, birthday presents, etc.) and ephemera (the infinity games you could pirate from C64 to the invention of Steam). At a certain point, probably in the mid 90s when I was in high school and college, the experience of real games completely overwhelmed what the pirated could produce. Part of that was the big games getting bigger where the reward of ownership became higher, from expensive 16-bit carts that mirrored arcade favorites like Street Fighter 2 to the era where PC stuff came with all kinds of lore pack-ins. (That weekend I came home from the store with both Ultima 7 and Ultima Underworld: what else did I even want for the rest of the year?) And then the social aspect of the online stuff. And then, sometime after that, much of what I actually owned became ephemera, too, with Steam backlogs growing to the point where I can go years without a purchase, other than an occasional fix by From Software.
At the same time, ephemeral games became smaller in a sense: while most of them have far bigger teams than C64 also-rans, there's also the sense that these games aren't "AAA" efforts. And while we can laugh at that designation, and
should, we also know on some level that XCom, Master of Magic, Homeworld, etc. and etc. were all trying on every level to be AAA when they were released while Pixel Art Animal Crossing + [insert random genre] is just trying to fill a vacant niche for the sake of filling it. All of these can be great games but we also suspect that it could be better with a superstar team and more resources (or infinitely worse).
I'm glad that I got to experience the rapid leaps in technology that used to frequently happen, the new genres casually exploding into existence year after year, and whatever gumption I may or may not have gotten from "this is terrible but it's one of the five games I'll own this year so I have to beat it." We got to experience new stuff being new. Unless you're chasing the latest on VR, which has a too small installed base to really justify the development of anything really exceptional, new is kinda over.
It doesn't happen so often anymore but the people who used to frequently say "I just want another Privateer" or whatever, I can't co-sign that because the current me can't pretend that filling up bubbles on a spreadsheet is important enough in a walled off game without multiplayer or new content or -- I know that EVE exists and I know I
definitely don't want to play EVE but I also don't want to play some pale imitation of EVE when EVE exists, either. So the genre is dead to me. I need some sort of persistent grind vs. the Joneses to make me spend the time. That might be sad and a terrible exploitation of human psychology but this didn't happen overnight, it's the result of history.
I'm glad my dad came home from work in 1986 with eight 5 1/4 inch diskettes passed off by his buddies and I could spend five minutes waiting for a game I'd play for two minutes to load, seeing all sorts of new and mostly terrible things to experience. But that time is over. Even if I could go into my Steam account and try to replicate it, only all the games I'd want to play for two minutes start with 15 minute cut-scenes and two-hour long tutorial regions.