The last game I completed was Deus Ex HR. The last one before that was Fallout 3, but just barely. It's hard for me to play any RPG after you hit level cap, no matter the story.
I recently abandoned a game of Oblivion, because my super-wizard Argonian had hit the cap, and I had barely gotten into the main quest. I just finished the Kvatch gate, and the thought of going through even one more Oblivion gate made me find something better to do.
It's probably why I only got partway through Derelict before taking a break from FS2, stinkin' protesters in your made-of-paper Zod cruiser, why won't you liiiive *shakes fist*.
I think that as we age, our perception of time and its value changes as well. I just can't stomach the grind any more; if something is going to take too long without any sort of reward, I'll give up and do something more interesting. Pacing is much more important than a lot of developers seem to realize.
Yeah, pacing is becoming a huge problem these days when everyone wants "sandbox" worlds to screw around in AND demand a story worth telling. It's really, really difficult to combine the two, because a good story requires good pacing, and good pacing practically requires a certain amount of linearity. A great example, to me, is COD4. I'm the first to bash annoying FPS clones but I actually thought COD4 was excellent (if now suffering from major sequel-itis). A lot of people complained that it was linear, but I think they were chronically missing the point. It was supposed to be linear. You were supposed to be doing exactly what the game wanted you to do, when it wanted you to do it - some people may not enjoy being coerced but I'm willing to accept the game on its terms, IF and only if it gives me a good reason. In COD4's case, the set pieces were a good reason, and I found it compelling and exciting.
Oblivion...eugh. I left the irritatingly unskippable and tedious tutorial area designed by people who hate character indecisiveness, wandered around for a while, killed some wolves, and found myself thinking, "Where am I supposed to go now, and why should I care?" The game gave me absolutely no sense of urgency, despite the fact that supposedly the world was screwed because the gates of hell were open or something. If the story of Oblivion were personified, it would have been an extremely meek individual with a soft whisper of a voice, prone to saying, "Um," a lot. I knew, in the back of my head, that I was supposed to care, but the game didn't give me any reasons to do anything in particular. And there have been a ridiculous amount of games like this lately. ObliviSkyrOut 3 Vegas (it's the same game with different skins), Saint's Row 2/3, GTA 4...at least Minecraft doesn't even pretend to have a story so as not to take away from the true sandbox nature of the game.