Evil Genius: Great premise, got me into it. Made me buy it. But then you're whacked over the head with ever-escalating heat management and body disposal unfun.
Zoo Tycoon: A micro-manager/chart-reader's wet dream. Totally not fun actually to try playing once you get past the start-up.
Legend of Keepers: Well-crafted to get started, quite polished to go through. Until you realize you win or lose by RNG that does not have sufficient mitigation to cope with (unlike good "roguelikes" like
FTL,
Slay, or
Monster). Numerous games in this genre get this: either not enough mitigation/control to make it good enough, or a play goes too long.
Convoy is another one. As was
Renowned Explorers.
Starbound: mentioned above.
Terraria: Same. And then pausing issues!
Block'hood and
Urbek: They both start fun but rapidly devolve into "perfection required". Urbek stays longer (long enough I got my money's worth), but even there eventually "keep rebuilding over stuff to unlock new upgrades" became too precise and the numbers grew too much so it became repetitive.
Ni No Kuni Remaster: Almost all the content they added in the remaster made the game too long and just frustrating grind (on top an already pretty grind-heavy game).
Final Fantasy 8: First disc is great! And then there is more and the game mechanics and story don't support it, and the mini-games get broken too.
Final Fantasy 10-2: I truly love this game, and it probably doesn't belong on the list... but after a while you realize the enemies are bland packets of hit points with few to no abilities, and you get leveled enough that it's just "hold attack to win". Before that point, the game is stellar. After that, it becomes merely "good enough to keep playing".
Age of Wonders 3: Eventually missions become long slogs unless you use rush tactics.
Far Cry 2: "What do you mean there's another whole region down here? That should have opened up end-game, not another entire map!"
Strong disagrees with
Windwaker (which was the last good
Zelda, probably ever) and
HZD above. :)
dtgreene: I've seen this happen with some incremental games. The game starts out quite fun, but then you hit a clickwall or a timewall, and then it's not that fun for a while.
You can say that again!
Realm Grinder is a perfect example here. It "requires constant attention and clicking after a while" instead of "you can click and distribute things and otherwise leave it running".