But 10+ years ago we had Farmville and then on mobile we had thing slike Candy Crush, Clash of Clans and so on.
These aren't games. They're A/B tested addiction loops optimized to extract as much money from you as possible.
You can see the impact of this on World of Warcraft, which is >17 years old at this point. In its original form it had traditional RPG game loops. Over the years it has become increasingly dominatded by "micro-transactions". These includes services like character transfers, boosts, racce changes and name changes. It also includes a bunch of cosmetics.
Some people are most OK with cosmetics for monetization but this still has a problem. It creates an incentive for the game designers to make paid cosmetics better than in-game cosmetics to encourage you to buy them. You see this in WoW where in-game mounts sometimes look like they're made of 7 triangles while store mounts are rendered in semi-translucent 3D with particle effects, modern textures, large triangle counts and special moves. More importantly though cosmetics matter. The ability to flex through cosmetics is a huge motivator to players. The fact that someone can swipe a credit card and devalue in-game accomplishments really destroys any incentives to work towards in-game goals.
Outside of FPS games there are depressingly few actual games out there (as opposed to addiction pay-to-win treadmills). I like computer adaptations of board games for this reason because at least these games tend to stay true to being "games".