Rdr2 I actually liked quite a bit but then it got boring. More of go to x, fetch quest.
Then I'm realizing that's basically what all of it is.
Go to x, do this. Why?
With the limited time I have why would I want to go into a virtual space to perform a virtual errand?
I honestly have more fun doing actual errands.
You wanna talk about game design? Let's talk about game design.
Any "fetch quest" in a game is a means to an end, not an end unto itself. The game will have systems that comprise the "gameplay loop" and is only getting you to go to a certain area because it is generally going to throw some things in your way on the way there that utilize the game mechanics and are, supposed to be, fun.
If you are bored of games that do this, it's generally because the smoke (story/thematic elements) and mirrors (graphics) is no longer working for you anymore and you are coming to terms with the shit gameplay.
Picking up 10 pelts and giving it to a shopkeeper isn't about picking up a package and dropping it off somewhere, it's likely about making you engage with the aiming and shooting mechanics in such a way that is challenging in its interactivity and interesting in its variance of the obstacles. If the game is designed properly, this will incentivize you to engage with the systems at hand and attempt mastery. This should be interesting. If it's not, it's because the systems are too shallow, the challenge level is too low (or high) or they aren't causal (input x means output y - aka - something you can actually get good at and the game isn't playing itself).
The problem with "fetch quests" is that if you haven't already bought into the smoke and mirrors and the gameplay doesn't hold up, it feels like busywork.
But in reality, every game is a series of "fetch quests".
Theoretically, you could frame a Super Mario Bros level as a fetch quest to get to a flagpole. But only a moron would do that because the gameplay isn't getting to a flagpole, it's all the gameplay between where you start and where you end. If it was just holding to the right while fireworks went off and then at the end you pressed A to jump on the flagpole and the game said MISSION SUCCESS, Mario would have shit gameplay. But it doesn't.
On the other hand, many many many modern games fill out mission design by making you go somewhere, press A (talk to an NPC/pick up an item/punch person X) then go somewhere else and press A again (talk to another NPC, initiate a cutscene/drop off an item), then put some actual gameplay in there (firefight, sword fight, whatever) that happens to be tuned so that you can never lose, but you also can't really get good at it either because so much of it is automated or balanced around 'smoothing out' the "experience". So you don't really feel like you're doing anything but going through motions.
Kinda like if Mario had you hold to the right for 2 minutes, then put one jump, that if you timed improperly would auto-boost you over the gap, then 2 minutes of holding to the right, then another jump, two more platforms and 5 enemies all in a row. Then the flagpole.
Another thing to come to terms with....games, like any hobby, are a means to stimulate your brain by putting artificial obstacles in front of it that are capable of being solved- aka - 'work'. I say "artificial" only to separate it from actual obstacles that your brain needs to overcome to survive (food, shelter, driving a car to work, raising kids properly, making sure your friends like you, etc). Saying a game feels like work is because...well, it is. They are generally just packages of problems specifically designed to be overcome, over and over and over. Which isn't too different from playing an instrument or fixing up a car or whatever else that is a "hobby"; a constant flow of little challenges that a person can successively overcome. It's not too different from work, except you don't have the pressure of needing to complete the task.
So you may feel like the games are just work these days because your brain is either understimulated by them (bored of repetitive tasks that offer no challenge or room for growth), or the rest of your life is overstimulated (putting meaningless obstacles in front of you is stupid when you are stretched too thin by the real obstacles in front of you).