Lately I've not really been interested in playing games. It's not really that I don't want to play them, but the whole ordeal of installing, booting up, going through the menus to ensure the default settings wont screw me over etc. Only after doing this I get to start the game, and if it's a new one it's usually filled with a tutorial that is text heavy and not really focused on gameplay for the first half hour or more. At this point it feels like starting up a game is an achievement in itself, and it often tires me out so much that the few times I do boot up, I stop some 20 minutes in because there's just too much overhead. Not all games are like this, but the exceptions often either lack depth or points of interest, or require you to specifically set down a date to play them - sort of like planning a field trip.
I wanted to present this topic as a discussion for what we as designers can do to change this sort of behavior. I think it is especially valid during this period of the Steam summer sale, where many of us have and still fork over cash for titles that we'll never get to play simply because they're cheap. I also keep hearing people having huge backlogs of games, and I suspect one of the culprits behind that is also the same issue.
I was personally tinkering with the idea of having games where you would completely remove menus, startup cinematics and logos. You boot the game and you immediately start playing. I get that people are proud of their accomplishments and want to present them in a proper manner and also give nods to sponsors and supporting entities, but most of those requirements could also be a part of the game world. This is of course a trade-off, and not a one-size fits all solution. I'm interested in hearing other perspectives on this.