There's more types of games than you could count. The only limit is the creativity of the developers. Like, strategy games for instance. Games you've played have you controlling one character... imagine commanding an entire army instead! Or maybe games that are so bloody strange that it's hard to figure out what they even are. It's anything the devs want to make. Just up to creativity.
No, even with modern games, they're all wildly different. Including graphics.
But also, the idea that you need to pay silly amounts... or even buy new consoles... just to play modern games is generally not actually true.
You have a VR-capable computer. You already have what you need to run even the most advanced modern games. And most games (not all, but most) that come out on consoles will also hit PC. Horizon: Zero Dawn, for instance? Yep, it's on PC. It's on Steam.
Also, your controller? It can be used on your PC too. I actually have a PS4 or 5 controller somewhere, but I dont have a PS4 or PS5. I bought the controllers for the PC here (but now I use an Xbox controller instead). Consoles are, in essence, extremely limited PCs with a lot of arbitrary restrictions. That's seriously all they are. For instance, I cant use my Xbox controller on a Playstation console, because they're competing products, but I can use *any* controller on my PC here.
And as far as graphics go? Well... even that isnt really how that works. The way a game looks, these days, is mostly up to the developers. Often it's a matter of, well, just how they WANT it to look. Design tools have gotten so advanced that even I, by myself, could make something that looks super realistic in full 3D and such. But am I going to do that? No, because that's not the graphical style that I like. When I make something, it wont be hyper-realistic. I COULD do it that way. But I dont want to. It just aint my style, that's all. Similarly, just because a game LOOKS hyper-realistic doesnt actually mean it's any good. There are some games that look gorgeous... but they're actually broken and generally atrocious. Never judge a book by its cover.
Even with the RTX thing. That's honestly mostly just a buzzword, in terms of how games use it. Dont get me wrong, it's a real technology, it is impressive, and it requires a graphics card capable of doing it. But in most games, you seriously are not going to ACTUALLY notice a difference between it being turned on, and it being turned off. I'm running a mega-rig PC here that can handle anything (this thing is built to render fractals, which are WAY more demanding than any game), so I can have all the RTX I want in games that support it. Heck, I use RTX when making my fractal art (when I'm feeling patient enough). But for games that actually use it? Seriously I barely notice the difference between it being off and on. A lot of publishers plaster "HOLY PUDDING POPS THIS GAME USES RTX" onto the game just to get you to buy based on that buzzword.
Well, here's the thing about this: No matter what game you play, or what type of game it is, or whether it's for beginners or experts, you still will have to learn things about it. And those things arent necessarily what you might think they are. Like, the word "consumables" sorta sounds complex in a way, but what it actually just means is "item you can use". That's all it is. Got a health potion that you can use to heal up real fast, but the potion is gone after you drank it? That's a consumable. It's simply a convenient term, that's all.
If you play something like the other games listed here, like Horizons, you will absolutely still run into concepts like that. Any game is going to require you to learn and engage with the mechanics. Even if those mechanics are ultra-simple. Even something as incredibly primitive as, say, Space Invaders (which was made in the 70s), you still have to learn how it works. If you look at that game, it's like, stone-age stuff. It was created before color screens were a thing! It's older than I am! Look at it:
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But as dead simple as it was, you still had to learn the mechanics. You had to learn that hey, your ship (that thing at the bottom there) can only move left and right, you can fire straight up, and the invaders will slowly move down towards you, and if they hit the bottom, you're dead. If they shoot you, you're dead. And those 4 lumpy things can block their shots, and block yours. You can learn all of these things just by watching (or by playing it for like, 2 minutes), but still, they are mechanics you have to learn.
But the hobby as a whole is spectacularly terrible at teaching newcomers anything. Like, with Horizon, I could talk about any given mechanic in there, and they are very simple to me, but might sound like gibberish to someone new to the hobby. It's not that the mechanics are brain-meltingly complicated... it's just that the new player simply isnt used to them, and the hobby isnt making it easy to get used to them.
If you think about it, VR... which you're familiar with... is the same way. YOU are used to it. *I* am used to it. But when I go and put the headset onto someone who has never used VR before? They tend to stand there with this weird blank expression, and dont know what to do with the control thingies. Often, they wont move AT ALL for awhile, because it's so overwhelming. And when they DO start moving, trouble can happen. I mean seriously, when I introduce someone to it, I literally stand right next to them the entire time, ready to grab them in case they are about to walk into a wall or something, and also so I can help them figure out how to use the control things and whatnot... otherwise, they WILL just stand there confused. Happens every time. They arent used to VR, they arent used to the "mechanics". So they have to learn, in order to use it. Even though, in reality, it's very simple. It's just not simple TO THEM yet. But it will be, if they just learn a bit.
That's how it is with gaming, too.
Sorry, that was long, but I could talk about this stuff all day.