hmm- in the broad hypothetical case of a game that starts very generic but eventually becomes interesting- yeah, i suppose i would rest the burden of being compelling squarely on the shoulders of the creator. ultimately it's their world we're invited into, so they should probably be mindful hosts (in an engagement sense).
however you did bring up the notion of impatient audiences- and i do think that's a real thing and/or conversation worth having, specifically when you get away from the notion of games as product and lean harder into games as art. when games are product, the successful ones tend to optimize towards being interesting and fun. art oftentimes does not give a flying fig if you're having a good time- sometimes it's designed in the opposite direction.
the other thing to consider is audience conditioning. it's obviously a different space, but when you look at what's going on with songwriting in Spotify (songwriters optimizing towards shorter tracks and upfront hooks to game the Spotify payout scheme)- you start to set an expectation within audiences that, with enough repetition- can certainly mess with public tolerance for certain types of work.
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