Yeah, my tastes are wildly different between media and real life. So much so, that I don't really like games with my real life tastes in the front and center. There's some overlap, but it's very little. It's something I've pondered extensively.
Cyberpunk is frustrating, because as others have pointed out, in this thread, I kind of expected it to be lewder, in the first place. It really hit me when clouds was basically just a therapy session.
Star Trek: TNG is great, but I'd wanna be on DS9. Either way, if you're yourself, you're an archaeological find, and weird stuff happens often enough that you don't need a cover story. Imagine making holodeck programs and critiquing established history. Even when your history didn't match...
If you can tell your story with visuals, you really have to find the balance of where the eye is going, during the game. Reading takes some concentration, and draws the eye to wherever it's located. Some formats are standard, and people are used to them, but when overused, get skipped. To really...
Don't make gameplay require intense focus, while the visuals are onscreen. Text and images need to be where the eye is drawn, not on a meter or set of input prompts.