And the usual suspects start showing up.
Quite, Hello Suvi.
I can understand the OP's feelings - as "a game" can mean a lot of different things to people - hence the incredibly diverse genres and diversification within those genres.
I've mentioned several times now that I've been playing a survival game, Empyrion (shamless plug) for the first time and really enjoying it - but it has no story to speak of, minimal quests that are extremely basic, wooden NPC's with no interaction except for a rare few - it is still EARLY ALPHA BTW.
But the gameplay areas are incredibly engaging - you start literally with just a few survival rations and supplies and that's it, no instructions, no "go here, do this".
The game basically says "ok you're here, you've got 2 hours worth of oxygen and 2 hours worth of *food* before you starve to death, here's a pistol and a handful of rounds - now get on with it, kthanksbye". PS it's going to be night soon and you should find shelter before that happens.
(my first night was spent cowering in a hole in the ground - and it takes 1.5 RL hours for that to pass - the second night I spent on top of a big rock with a creature trying to kill me, no you can't outrun them, yes they will follow you forever.
Literally a blank slate, as blank as I've ever come across in a game for a great many years - few tooltips and virtually zero handholding - as an example in the first few hours I managed a longrange kill of a food creature..... and then spent the next ten minutes looking for it to loot before giving up. So I tried again, and made a good note of where it dropped, still couldn't find it (I should mention the undergrowth is quite thick). I googled and found out you have just 5 minutes to loot before despawn; no tooltip markers, or guiding arrows, nothing.
Some people might be pretty peed off by that but somehow it just added to the urgency of the situation, and the whole - surviving, 5 minutes at a time, feel of the game until you get established.
250 hours in I'm still enjoying it, and what makes it enjoyable is it has the tools to interact with the surroundings - the question "what can I do next" is always forefront in your mind, alongside "what
should I do next?"
I think the point I'm making is one that's been made before - the player's feeling of agency in a game is probably the most important aspect - even games with heavy and complicated storlines can feel contrived if it's too "on rails" with little player choice.
While I acknowledge that ED does give the player a feeling of agency - it's still very disconnected from the larger universe - and the tools to interact are still quite basic.