E:D doesn’t really have them, but valheim and other information heavy games tend to have writeable signs. Since early modded minecraft, I have utilized these signs to communicate with my future self; writing down what I’m doing at the time and what my major goals are before logging off for the night is just part of my gaming routine now. Takes me a few seconds of reading to trigger the flow of action again. When games don’t have signs, I use a notepad .txt file to track what I was up to, or failing that I’ll save a note in my phone.
I would never have finished factorio or satisfactory without text files and signage. I would never have finished most large minecraft modpacks without signage. Organization skills rock.
You described the garlic-like genre. Which has gotten VERY big. “we’d be seeing a lot more football-manager-like tweak-and-simulate loops, if that’s what they were going for.” They are MAKING THEM it’s VAMPIRE SURVIVORS lmao
Most of your complaints about obfuscation make me think you haven’t played Last Epoch and don’t know there is a solution: simply put the information someone would alt+tab or otherwise leave the game to find it IN THE GAME! LE has a robust in-game guide with info on everything from weird status effects down to how elemental resists work against elemental penetration and reduction.
A large portion of the issue is the ever eternal Minecraft Problem imo, it seems like you (and many people in general) have trouble setting your own goals when it comes to why you’re making the character more powerful. ARPG have different approaches to this: diablo 3 hasn’t got much stuff to “distract” you from pushing greater rift levels, while Path of Exile gives you a 12 boss checklist in different dimensions and you need to finish a LOAD of content, then fight 4 of them to fight the bigger bosses after them (and content beyond even that). Without knowing which bosses or how to find them, some players get lost.
TL;DR the genre is evolving as people ask these kinds of questions and you’re slightly behind the forefront of questioning here. Not a knock, just worth mentioning that what you’re looking for (an ARPG with sparkling information clarity) already exists, and the thing you’re thinking might exist in the future (streamlined ARPG with less mechanical intensity) also already exists.