Oh but now if I want to find a publisher in this era of a totally saturated market the game should look nice, so I should spend some serious time on the graphic design and sell sheets and writing up the game rules and designing graphics to put in the game rules and making and editing pitch videos...on my computer.
Oh and it's really hard to find enough playtesters to play the game or publishers to look at the game (especially during the pandemic)...unless I make a digital version on Tabletop Simulator or Tabletopia, and playtest on the computer.
Oh, people are getting used to certain things being automated for them like the setup in Tabletop Simulator, so now I'm expected to... write code in Lua to automate player setup or handle round cleanup and make things easier and faster.
Or, I don't really want to spend thousands of hours on hundreds of playtests to make sure this game is balanced / no first player advantage / etc...so I'll write Python scripts to model the gameplay and run a bunch of Monte Carlo simulations to analyze the data.
I almost spend more time on the computer than not for this analog hobby nowadays. Especially when working on games that are past the initial pen and paper and basic components phase.
When things largely moved online for the pandemic, it was a great opportunity to reach publishers I normally couldn't without going to a convention overseas, and yet I lost almost all motivation to work on board game design that year. Still had some great ideas for my designs, but I couldn't get myself to do much more than write those ideas down.
Eventually just started coding video games again. Figured if it's going to end up on the computer anyway, might as well make a video game to start and not have to have a publisher in the first place.