Yeah. I think there's a problem with the modern development cycle that a fuckton of the budget goes into marketing and marketable assets (i.e. all them graphics that look great in the trailers but nobody's computer can actually handle, and then the rest of the team's on the hook to make a game on a shoestring that can actually use all of that content - The only way you can possibly accomplish that with a fraction of a fraction of the budget is if it's super simplistic and repetitive gameplay that's stretched over 40+ hours like a peasant on a torture rack.
Think about how many games you've played over the last decade, and how many of them were still fun to play after the first five hours, either because the primary gameplay loops were satisfying enough to keep you engaged, or because the game was keeping it fresh with new mechanics that didn't bungle clumsily atop one another like a raspberry and beef trifle. Making great games is difficult and expensive, and most studios would rather put out something with a guaranteed return than anything that's fun to play.
I think there's still a problem in that you need to do some things that are undesired in order to maintain yourself - Household chores, for example. Some things are non negotiable, and for those you need to be able to force yourself, as unpleasant as it is.