It can be if it has run out of gameplay options and continues to throw the same situations at you, time and again ... where a player isn't expected to come up with new ideas or aren't thrusted out their comfort zone with specific time honoured techniques of dealing with obstacles.
For example ... shooters;
If theres a specific weapon + 'power' that works on all enemies and every situation can be 'defused' with said combo.
If a game doesn't force you from constantly using these combinations for the entire length of the game it's boring.
Mass Effect 2 for example shook things up.
Having an rpg component allowed, say, the infiltrators an assassin cloak. Which made cover based shooting a long-term thing ... but rather fosters a player who, up till that point due to low HP, was foprced largely into cover half of the time.
But with the assassin cloak? The Infiltrator could assault into enemy's close quarters to pistol whip[ oppositioon and attack the enemy from multiple sides and make a quick succession of movements across the battle ground to maximise their effective fire with generally reduced amounts of ammunition.
Shaking things up. As the enemies got tougher and harder, the most effective means was changing from defensive to offensive play everytime a player could.
RPGs?
I think solid rpgs are the most able to 'play well' from start to finish. Honourable mentions to Vampire: Bloodlines, Neverwinter Nights, Baldur's Gate series, PS: Torment, Morrowind ...
High customisability, high divergence each and every time you played, strong ethic of delivering divergent skillsets to new situations and forcing one to change their game playing policy from game to game, session to session, battle to battle.
Even if you didn't want to do the whole 'spell thing' in D&D games, being a fighter possessed no less reason to adapt new gameplay techniques in the face of conundrums.