But, alas, with age comes, at least in my circles tendarcy to stick with something we do well. Lack of time contributes as well.
With full-time work and family I have much less time than I had 10 years ago, but the effect on my gaming is opposite to what you experienced. I have varied needs that no single game satisfies and I don't have time to play several times a week, as I used to do. So I play less campaigns and more one-shots (each in a different system), and I favor thematically-intense games over generic ones.
What kinda games you play? Not D&D much? Those more philosophical ones I take based on your nick.
I think it's important in these kinda discussions about gaming to tell what are games we prefer to play. Helps to get where we are coming for these conclusions.
Currently, I run Nobilis (that's where the title comes from) and play Exalted. We'll also start a Mistborn campaign soon.
But that's just now; I like to mix things. I played several indie games, from Dogs in the Vineyard to Polaris and 3:16. But I also played two D&D (3e) campaigns, some Warhammer, Pathfinder, Call of Cthluhu, Mouse Guard, Savage Worlds, Wolsung and old World of Darkness (Vampire, Werewolf, Mage).
I also created several homebrew systems (one of which we played in two campaigns, over 3 years total) and played in my friends' homebrews.
Also what's up with names like "hollysomething god" and "feathered fowl" (given by Oathbound), they sound so stupid. Do they sound less stupid to native englishspeaker? I am honestly curious I run into these word-horrors now and then. Sometimes problem is with translation. Feathered Fowl requires imagination not to translate it into something like Chicken flock or similar.
I'm not a native English speaker. In Polish, "Hollyhock god" sounds just as strange and is definitely not as natural for me as "Game master".
But it is not stupid. I understand where this name came from. In a game where everyone plays, essentially, a god of something, and where flower symbolism is an important theme, calling the person who runs the game a god of hollyhock (fruitfulness, abundance, fertility, potential for growth) brings exactly the meaning it's supposed to.
Too much rules and too much in-game-world-thematic-knowledge leads to too dense gaming experiences. Which is kinda like bad movie where lot of special effects try to cover the plot that makes no sense.
If the rules or the setting details just are there - I agree. But there are game that are "system heavy" or "setting-heavy" in a planned and directed way. They require greater investment to work, but also bring rewards that a simple, casual game can't offer.
For example, if you try to play Dogs in the Vineyard without understanding lives and mindset of the Faithful, or without understanding how the mechanics is to be used, the game will, most probably, be a catastrophe, even with a good GM and experienced players. But DitV,, with its thematic focus and system designed to support it, leads to session much more intense and interesting than if one tried to play a similar story in a more traditional rpg.