For me I hate phone calls because it's someone demanding I drop what I'm doing to address whatever they want. Keep in mind, 99% of phone calls I get are at work form co-workers.
The number of "quick calls" that are actually quick I can count on 1 hand, and still have room for more. I have tasks to accomplish, things to do. And I'm spread so thin between all the things I do, there's a fair chance I'm going to forget something about what you asked/told me. If it's in text form I can review it when I loop back to it. You need me to check/validate/run something, cool. I have record of what, when, and if I completed it. Just because you have a question does not make it an emergency on my part.
As for my home phone, the only folks who ever call me are either telemarketers or scams. If a friend called I'd probably answer (if I have the time). But I think most of my friends are in the same boat, we have so much to do these days (non-recreation) that it's just not easy to find time. A lot of my friends have side-hustles or a second job or are in class (like me) in order to stay competitive. When I was a kid, I remember my parents could unwind at the end of the day, friends would just come over to hang out. It just ain't like that no more.
Part of the issue is there's a disconnect from what's being shown and what's already happened. So, XCOM, and I think XCOM2 (it's been a while since I played both) create a table with "random" values on map load. This means, you can 100% save scum the shit out any encounter because cause and effect will always be the same, it's not a live "dice roll". Part of this sucks, because what happened is hidden from the player. Something like BG3, you can see "Oh, I swung, rolled a 3, and these modifiers, my total was 14 and they have an AC of 15". Also, some games help by using a pseudo-random where the probability of something happening, actually increases over time. Example would be Dota2, where something like bash, shows a given percent, but it's actually on a scale. Each attack changes the % chance the next bash may happen, eventually getting to a point it's nearly a guarantee. This type of random is often used to make the game feel more fun for the player (to nudge the numbers one way or the other). However, with a pre-seeded table, this likely isn't happening.
Then you add the visual component. Point blank range, it'll say "99%" and you miss. Or the number will seem low, despite point blank range. And you have the visual of the %.
So you add those together, the game likely not helping the player and just using a pre-seeded table plus the visuals with the human notion of really only remembering the extremes and you get the overall feeling of "game not fair". You made 10 shots in a row with only 30% chance, but you only remember the single 99% chance you missed