Gunpei Yokoi is one of the most important figures in the history of Nintendo. One of the engineers who helped turn the company into what it is today, Yokoi produced some of its most significant releases - including the iconic Game & Watch series and the world-beating Game Boy.
Sadly, Yokoi was killed in 1997 in a road traffic accident. He and a friend were involved in a collision and exited the car to inspect the damage. Yokoi was hit by another vehicle and fatally injured.
Yokoi didn't conduct many interviews during his life, but one from 1997 - the year of his death - has just been translated into English by shumplations. A conversation between Yokoi and Yukihito Morikawa of developer MuuMuu (perhaps most well known for the PlayStation game Ganbare Morikawa-kun 2 Gou, AKA: Pet in TV), this text covers a wide range of subjects.
First up is Yokoi's rather negative outlook on game development of the period, where he laments the lack of true "gameplay" and states that RPG titles aren't his cup of tea:
There's a huge variety of console games out now, but to me, the majority of them aren't actually "games". The word "game" means something competitive, where you can win or you can lose. When I look at recent games, I see that quality has been declining, and what I'm seeing more and more of are games that want to give you the experience of a short story or a movie.
This is most obvious with role-playing games, where the "game" portion isn't the main focus, and I get the feeling that the developers really just want you to experience the story they've written. So when you ask what I think of games today, well, it's a very difficult question for me. I end up having to say that games today just aren't games to me.
The essence of games is competition, and I think that's a remnant of our past as animals, and the competition of the survival of the fittest. I think you see it reflected all through human history, how people with wealth and power want to have harems, acquire women… that kind of thing is at the root of humanity.
Yokoi then mentions two of his final projects - LCD keychain games not entirely dissimilar to his work on the Game & Watch range at Nintendo:
When I ask myself why things are like this today, I wonder if it isn't because we've run out of ideas for games. Recent games take the same basic elements from older games, but slap on characters, improve the graphics and processing speed… basically, they make games through a process of ornamentation. That's where we're at with console games today, but I believe there are still more basic varieties of competitive gameplay to be discovered.
I said the same thing when I quit Nintendo and started my own company, Koto Laboratory; however, when it came down to it and the staff asked me "well, what should we do then?", in reality I found it to be extremely difficult to think of new things. But when we released the keychain game Kunekuneccho, which is really an old style game, and it was commercially successful, then I felt like my ideas were somewhat vindicated.
Yokoi also challenges the idea that more realistic visuals result in better games - something that was becoming of increasing important back in 1997 as the industry began to embrace 3D graphics more forcefully:
Do these playworlds really need to be that photorealistic, I wonder? I actually consider it more of a minus if the graphics are too realistic. There's a similar line of thinking in the entertainment world—using soft focus lenses when women are filmed, for instance. When that is done, each person can project their own conception of "beautiful" onto the woman being filmed, and everyone will see their own personal Venus.
If things are too realistic, there's no room for your imagination, and the reality of those faces you thought were beautiful will be revealed. Or to use another common expression, it's actually more erotic when a woman leaves some skin covered. Even if a video game doesn't have the power to display very complex graphics, I believe your imagination has the power to transform that perhaps-unrecognizable sprite called a "rocket" into an amazing, powerful, "real" rocket.
Morikawa then steers the conversation onto what many will feel is Yokoi's lasting achievement: the Game Boy. Phenomenally successful and the first in a line which would sell millions of units worldwide, the production of this system was, as Yokoi reveals, not as easy as many believe:
Morikawa: Hearing you say that, I feel like I understand a little better why you chose to make the Gameboy monochrome. And it wasn't a technological problem that made you choose a monochrome screen, right?
Yokoi: The technology was there to do color. But I wanted us to do black and white anyway. If you draw two circles on a blackboard, and say "that's a snowman", everyone who sees it will sense the white color of the snow, and everyone will intuitively recognize it's a snowman. That's because we live in a world of information, and when you see that drawing of the snowman, the mind knows this color has to be white. I became confident of this after I tried playing some Famicom games on a black and white TV. Once you start playing the game, the colors aren't important. You get drawn, mentally, into the world of the game.
Morikawa: That's a very bold decision. It reminds me of the first Macintoshes with monochrome screens.
Yokoi: Actually, it was difficult to get Nintendo to understand. Partly, I used my status in the company to push them into it. (laughs) After we released the Gameboy, one of my staff came to me with a grim expression on his face: "there's a new handheld on the market similar to ours…" The first thing I asked was: "is it a color screen, or monochrome?" He told me it was color, and I reassured him, "Then we're fine." (laughs)
Morikawa: Color screens also drained the batteries very quickly too.
Yokoi: When we were designing the Gameboy hardware, we took into consideration what kind of software was going to be made for it, and I think that approach resulted in a very efficient product. Hardware design isn't about making the most powerful thing you can.
Today most hardware design is left to other companies, but when you make hardware without taking into account the needs of the eventual software developers, you end up with bloated hardware full of pointless excess. From the outset one must consider design from both a hardware and software perspective.
Finally, Yokoi speaks about future projects he'd like to undertake, including a move back towards traditional "phyiscal" toys like the Ultra Hand he created during his early years at Nintendo:
In any event, I've been thinking about moving away from television with my future work. Imagine if I show you a toy on the table here, you'd see it and think "oh, that looks fun to play with." But if I take the same toy and put it on a television screen, suddenly people think "wow, this looks dumb." And that's what I mean about reality having such a stronger pull than television visuals can ever hope to match. One never tires of the basic movements of a real toy doll or human figure. Now I'd like to create something real like that, even if it's something simple and cheap. If people find it entertaining, they'll play with it for a long time.
Of course, such ideas were never acted on - shortly after the interview was conducted, Yokoi would be dead. His career at Nintendo may have ended on a sour note due to the commercial failure of the Virtual Boy, but Yokoi remains a legend in the gaming arena, and this freshly-translated interview makes for essential reading. Make sure you check out the whole thing.
[source shmuplations.com]
Comments 60
A true legend in the gaming world and a tragic loss. He was a very intelligent and innovative man.
Really reminds me a lot about Nintendo's ideals, but the gaming world is very different from how it was when he was around. May he rest in peace of course.
Edit: I do feel Nintendo has to partially let go of these ideals and move on from the past. At this point, it's hurting them more than it is helping them.
In the end, if given the chance, gameplay will always win over graphics. It doesn't matter how "pretty" a game looks, if it is a bad game nothing can save it. But an "ugly" game with solid gameplay and code will always be a masterpiece and eventually will one day receive updated graphics.
What he is saying here is what nintendo says today. This shows how the game industry never changes.
Sigh...I wish people cared less about how realistic a game looked or how powerful something is and more about...y'know...THE ACTUAL GAME! I mean, yeah, powerful specs and beautiful graphics are nice, but if the game is terrible, does it really matter? Rest in peace, mister Yokoi.
What a great interview. The VB was a dud but he had his feet on the ground unlike many developers of today, including the ones from Nintendo.
Speaking of the Big N, It really pisses me off how they are starting to show little respect to his legacy like he never existed or something. The way they treat Metroid like giving it to that absurd failed filmmaker named sakamoto or how miyamoto's ego likes to pretend the Super Mario Land games never existed and ignoring them on the Mario anniversaries.
Well I agree with most of the comments he made.
1. Real life is far more stimulating then anything displayed on screen.
2. Between 2d from the Atari and an 3d rocket. The imagination takes over via the 2d, which makes the game more fun. An great example is "Sonic The Hedgehog". Which seems to bomb in most 3d game releases. Seeing those stages that are cut in half really takes the happy out of Sonic.
How many excuses could SEGA use already.
First it was an beach, an beach with bounce boards and loops. then we have highways, with loops as well. The loops and bounce boards had logical purpose in the first game but the 3d games came along and gave us those charge stations ( because Sonic is not fast enough ). I remember the cartoon that appeared on Ch11. It was so great. It made Sonic so fast that he did not even need plane tickets. Nowadays we see Sonic riding this and Sonic rides that.
3. Women are the cause and solution to every bodies problems. He is right about that, 100%. There is not one problem where women are not involved in. I doubt an person could honestly find an problem that does not involve women. Please if you do then tell me? I will find an loop-hole that will end with women. Again article off topic but that is what the guy said in the conversation.
4. About uncannon valley. He is right again. Seeing Mario in 3d just takes away from the imagination of Super Mario. I liked the Brooklyn plumber bit from the cartoons over anything Japan has given us. The only thing Japan has given us is gameplay and fun and respect of that gameplay. Of course there is Peachy-pie.
But Toadstool was so bad-arse in the animation and comics. I love seeing her get an star and plowing thru everything to even taking action into her own hands. But alas that was an all an dream ( SMB2 AKA MARIOUSA ).
One thing is for sure. Hiroshi Yamauchi didn't fire him at all and he said that he quit Nintendo. Oh......Game Boy. How you will always have a place in our hearts!
I'm sad to see that he couldn't do what he wanted to do.
@minotaurgamer the Land games were so good. I loved being able to drive a submarine and fly a plane, very revolutionary for the Mario series and all but ignored today.
Yokoi knew that games could distract people with what they aren't. He wanted to preserve an essence of what games are, and in many cases should always be. Even Nintendo had to see it to truly understand. A true legend that deserves a stronger memory in the gaming world. I'm glad that Nintendo can keep going with some of his philosophy.
I'm also glad for Nintendo's competition to offer products that can at times provide real contrast to his philosophies, otherwise we could not appreciate certain fundamentals of physiology and phycology as they relate game design.
More gaming companies could stand to re-center their design approaches to what Yokoi did in those early days
@minotaurgamer
I wouldn't say that they didn't show any respect for him at all. Infact, if they didn't show him respect, then they wouldn't allow him to make the Mario Land games now would they?
Besides, Nintendo still follows his philosophy of lateral thinking through withered technology which is true because as of now, Nintendo has made systems that aren't that powerful compared to others but they sell huge.
"Acquire women" - Gunpei Yokoi
If things are too realistic, there's no room for your imagination, and the reality of those faces you thought were beautiful will be revealed.
Why is realism okay for movies and tv shows since its actual people being filmed, but not for videogames?
@minotaurgamer What are you talking about?? Sakamoto was one of the original designers of Metroid and the creative force on all 2D metroid games (except 2). Other M was terrible, but that doesn't mean we should rewrite history and pretend that Metroid's success came from Yokoi and not Sakamoto.
Wise words, but nowadays more power can still be necessary to support imagination. Sometimes you just need more power to create the things that you envision.
With all due respect to him, that philosophy is partly why Nintendo having issues today.
I'm not a graphics guy but the rest of the gaming world seems to be...
Hero
Brilliant epitaph about the rasoning behind underpowered. Battery life was abysmal on the Lynx and Game Gear since blue/white LED tech had not yet been invented, the screens require a cold cathode tube to illuminate, which was the primary source of battery drain. Even today, the primary source of battery drain in mobile devices (besides wireless) is backlit screens.
He brought another point about toys. His speech almost serves to forshadow Nintendo's recent foray in to Toys-to-life aka Amiibo.
''Today most hardware design is left to other companies, but when you make hardware without taking into account the needs of the eventual software developers, you end up with bloated hardware full of pointless excess. From the outset one must consider design from both a hardware and software perspective.''
This is exactly how I feel about current PC gaming.. Excessive power and hardware but in the end, they either play low budgeted flash games and indies, or play multiplats just with better graphics..
PCs usually required to have lots of power to run games not because they're impressive, but because their badly made, just like that game couple years ago where half of its size was made of uncompressed audio files..
And this is also why western developers usually prefer to work with PCs and powerful consoles instead of Handhelds like the 3DS or the Vita, They just don't want to bother with being efficient and fully utilize the hardware's capabilities, they just want to make games quickly and be done with it, that's why you usually see glitches, bugs, game freezes and broken games more frequently with western developers than Japanese ones.. EA, Activison, MS, Ubisoft, LJN and the biggest offender of them all; Bethesda.
@GMB-001
"And this is also why western developers usually prefer to work with PCs and powerful consoles instead of Handhelds like the 3DS or the Vita, They just don't want to bother with being efficient and fully utilize the hardware's capabilities, they just want to make games quickly and be done with it, that's why you usually see glitches, bugs, game freezes and broken games more frequently with western developers than Japanese ones.. EA, Activison, MS, Ubisoft, LJN and the biggest offender of them all; Bethesda."
They are even getting lazy or incompetent in the PC front: just look at Arkham Knight for PC
Yokoi was always a very wise and respectable man, but that kinda caused Nintendo downfall in many ways.
@joey302 Yeah it's sad that critics aren't much better and get caught up on the visual "wow". A good example is Uncharted 3 a game that looks great but had big flaws narrative and gameplay wise.
I don't agree about the RPG thing though.
@Mr_Zurkon so many examples of gameplay over graphics. I guess growing up with an Atari 2600 I learned how to decipher gameplay over graphics. The Activision 2600 games did look awesome though but they had the tight gameplay to go along with it.
A lot of today's publishers miss that combo. I did enjoy the uncharted series though lol
This man was truly the greatest video game designer in the history of video gaming. Yokoi's thinking, while always a little bit sideways; it was a fundamental to Nintendo and in fact remains a central part of Nintendo's modern design philosophy: (Lateral Thinking with Withered Technology). I know some don't agree with that mindset anymore, and yes it can be understood, but my god look what a success the GB and later the GBC became, with Yokoi's ideology! Hell that old brick still holds up to this day!!!!! (Even if it is a bit hard to see what is going on...at least on the Original Brick, the GB Light and GBC are sooooooooo much better!)
I don't disagree with anything he says, but the most important thing is if the experience is fun. I personally don't enjoy the cinematic movies we call AAA games these days but someone out there sure must because they're the current dominant form. As long as gamers still have access to all types of games though I don't see why they can't co-exist.
There is absolutely nothing wrong with having good graphics and a deep story. The problem arises when they overshadow the gameplay, and become the main focus of the game. Most games would be better games whith better gaphics, and that is a fact. There is nothing wrong with good graphics, as long as the gameplay is the main focus.
That was a good read. At least, his philosophy still work wonder in handheld console today, not so much in home console though.
@rishisquid That's an important point. I keep complaining that Nintendo doesn't tell stories where they could, but your comment makes me think I mean context, not story. Make the world of the story a cool, interesting place to be. Like the Wipeout games, which tell a story through aesthetic and time period. I'd like to think that's what Yokoi would fine to do with increased hardware power.
100% agree with Yokoi's philosophy on monochromality and lack of graphical dependence in design. His opinion of what makes a game a game is also very reasonable and rational. Everything he's stated here feels natural and true to life. A true genius, full of insight.
@Aromaiden If anything, Nintendo needs to go back to these ideals. They have left them behind long ago.
I think he's right about how graphics are not as important as the industry makes them out to be, but they're not completely irrelevant either. Honestly, very few games from the extremely jagged N64/Playstation era are easily played through nowadays because they're such eyesores. The key to the timeless appearance of a game is a solid art direction that will look good regardless of when it's being viewed.
The guy sounds like he was stuck in the past to me, it's easy to see where many of nintendo's ideals have come from over the years. You could take most of his comments and translate them to the wii 10 years later, which in a way half proves his theory, but society and gaming culture have changed a lot over the last 18 years. He was obviously atarting to feel a disconnect back then, nearly 20 years on, I doubt he'd have had any connection to gaming now.
@Bass_X0 Because it distracts from the game itself. For example when The Order 1886 was made, before release Ready at Dawn literally said that story and a "cinematic look" was the most important and that the only reason it had gameplay was because it was a game.
It's how games like Watch_Dogs or Destiny can be sold on lies and deception and be one of the best selling games of the year it releases and get almost 100-200 awards and nominations for "best game" before release despite being rated thoroughly mediocre as a videogame. So many of us are sold on them showing us flashy graphics in a trailer that isn't even representative of what it will look like on the system they're advertising it for that the gameplay or stability of the game is treat as an afterthought(see AAA titles) especially since it can be "patched later" in the mind of many publishers.
I'm actually impressed that Yokoi's interview still rings true almost 20 years later. When a developer isn't chasing some kind of pinnacle of graphics if the games they create are well liked it will be due to the gameplay and in general typically stands the test of time because even when it looks outdtated it will still be a great game.
That's a very interesting read. I fully respect his views, buy I'll disagree with him on RPGs and graphics, though a lot has changed since 1997. Gameplay is much more important than graphics, but I'd still prefer to have games in the best graphics possible. Also, having a large focus on story can enhance the gameplay when done right and offer new experiences.
If only he lived, I wonder if Nintendo would of brought him back in as an adviser.
Gameplay over graphics has always been the way. I still have old tvs to play my old consoles on and dont really care about HD. Ive just read alot of negative words attached to things in these comments and i find that that is the main reason alot of people stay away from so called "outdated" tech.
I am so fed up with games using up all their space to make a rock look like a rock instead of making the game longer and enjoyable. I fully agree with everything that he has said in this interview.
I agree graphics don't make games, I can think of many games such as the Order which aren't particularly good but look amazing. However others such as the excellent The Last of Us are helped immensely by fantastic graphics and sound. Let's not forget that the extra power of newer consoles isn't just used for graphics but also gameplay enhancements, many of today's games wouldn't be possible on older console's by just downgrading the graphics. Imagine what Nintendo could come up with if they didn't limit themselves with poor hardware. It looks they're attempting a truly open world Zelda but is it being limited by the shoddy design of the Wii U which we know to struggle with such games? The only gameplay we've seen made the world look beautiful but quite empty and it has since scampered off into an unknown future release probably to do a Twilight Princess.
Yes graphics aren't everything but why limit the tools you have at your disposal in the first place?
Definitely can't say I agree with him on RPGs (my favorite genre), but at least he put more thought into than "they're for depressed gamers who like to sit alone in their dark room and play slow games".
To be fair though, he came from an era where arcades we're popular, so to him that'd be what real games are. I wonder what he thinks of games like Zelda or Metroid though, seeing as they're not competitive either.
@DR_Lugae
That isn't an issue with graphics or realistic visuals though, but rather the particular developer or publisher (never mind the journalism side of things). Wasn't exactly @Bass_X 's point though, you could say the same thing about movies. How many visually stunning, successful, yet mediocre movies are there? That's what I presume he was getting at anyway.
I think his attitude is fine for the handhelds,people want durability and to not worry about battery's dying while they're on a journey.consoles are a different matter at this point tho power isn't just for graphics.
I respect him for his accomplishments, but his views on how women should be viewed and treated leave me very cold, indeed.
@DR_Lugae
Have you played destiny? Because if you had played it you would clearly see that the gameplay was superb. The shooting and handling of the weapons and guns were made with care aswell as the skills you can use. The problem with destiny is exactly the opposite of what you are saying. Most of our complaints is with regard to its story and end game not the gameplay
Yokoi is often blamed for the Virtual Boy, but we now know that it was a prototype rushed to market to fill the gap between SNES and N64 - I don't think it was ever designed as a serious system. He was an inventor and innovator, but it was a bad decision by management to release something that wasn't a finished idea.
he has such a strong point, this is the big difference between the west and asian gaming trends, gamers in the west are now so core they forget the reason they are even playing so hard and just want the next biggest best and most realistic thing because marketing has fed raw power and graphics into the minds of the masses.The american market is mostly to blame as they are massively overhyping and marketing gaming until the pressure is high to produce next gen like quality even when its clear the majority of devs do not have the budget to keep up and i am european by the way and this poisonous marketing attitude has also effected the european market because in the west its all we see thus we do what americans do rather than asia. I think the current market is crazy because its now turning games into disposable franchises rather than games with unique qualities,flaws and quirks which gave them soul and a lasting memory in the first place. We dont need remakes of old games in a more realistic nature, we like the old games for what they were at the time, make an entirely new game so we can look back in ten years and say oh yeah do you remember this game on the 3ds/wiiu etc, where do you go once you have achieved ultra realism? interactive films aka not games. In terms of current hardware, nintendo need to revise or kill the wiiu its a total anomaly , the price is too high for just a game machine for families in this current day,did nobody tell nintendo half of eu is in recession crisis? Its also priced too high as a genuine gift for kids for x mas when tablets cost like 1/4 the price and play free games,kids dont care about quality,which comes back to my point, adults are the audience because they are buying the high price machines, the games need to appeal to the adults who have beem through the various eras and need to be new,not groundbreaking graphics but simply new with imagination,splatoon is more like it, now bring splatoon to 3ds with less graphics it will sell big time, its the ideas that count,not the power.
Much sagacity from Yokoi, here. I disagree that RPG's have no place within the definition of "games", but I can see where he's coming from. The RPG's of the time period were not refined compared to later entries. (Which didn't always get it right either; only MMORPGs with competitive elements fit the definition Yokoi posits.)
He kind of reminds me of Chris Crawford, who exited the gaming industry in 1992 as a result of being fed up with... Exactly the types of things Yokoi is describing here, in addition to game companies doing nothing but just making games about things and doing things (depth), not people and relationships and different perspectives (breadth). Interesting to see that they shared the opinion in many regards.
He has a good point about realism in games... Quite frankly, I don't think the trend towards realism is interesting, unless you're creating a PC adventure game or visual novel (which is arguably not a true game, as Yokoi notes; even then, most developers take creative liberties). Also a good point about human nature... When it comes down to it, humans have not evolved too much so far as what motivates us. That spills over into gaming, as well. There are some exceptions, but if you ever wanted to know why most games are the way they are... It's to appeal to ancient aspects of humanity, such as violence and sexuality.
His points on women need to be understood in context. It's such a common fixation in the entertainment business to take advantage of human nature, and he describes those aspects well. Current internet trends encourage taking snippets and railing on those, intead of critically understanding the whole passage in context... If you're seeing some strange personal fixation on women, read the passage again. This is no misogynistic message, it's how human industries operate.
It's incredible how prevalent such themes have become in gaming. It's almost prophetic that he would describe the current situation in the gaming industry in such a way, back before it all really happened.
@gussie Try reading the interview? It's very obvious that he views them as sex objects.
@gussie No where, Just some that some people are getting overzealous and emotional over imaginary things that no one see but themselves..
Yeah. Pretty much.
shumplations link text should be shmuplations
hey guys, i'm the translator from shmuplations. just dropping in to say that i really loved reading all these insightful comments! i'll be on the lookout for more Yokoi stuff to translate in the future...!
I enjoy both old classics and new games. Graphics should compliment a game rather than hide flaws of a game. I also don't have an issue when modern advancements in processing power, display, and functionality are used to remake/remaster a classic.
There's an N64 wrestling game called No Mercy. Playing it now the excessive slowdown and graphical limitations hurt some of the enjoyment, however the gameplay and engine it uses is possible the made for the genre. I think if it were redone today with 60fps, increased options, and more characters on screen it would be the greatest wrestling game ever made.
Using today's tech to refine some problems with the past that were solely due to tech limitations is fine IMHO
@AG_Awesome
If I recall, the slow down in No Mercy could be removed by turning off the music.
This guy is one of the minds of design and engineering that I continually look up to.
Wow! Powerful words there!
@FLUX_CAPACITOR That is because the AAA publishers have taken on the Hollywood "Blockbuster" philosophy of game making. Use a formula driven plot, mix with expensive special effects, stir vigorously with a high budget, buzzword laden marketing campaign and serve quickly before it goes bad.
You see this in the fact that the Tomb Raider reboot was considered a commercial failure despite selling 8.5 million units. With the "blockbuster" method of game creation it turns into an ever more ridiculous climb to top the last ridiculous outing. But as it climbs, it becomes more expensive to play, so eventually there are actually less risk taken on new. Instead we get rehashed sequels as the tried and true tropes trotted out time and time again.
So yes, I want Nintendo to stay focused on fun because if the last bastion of that theory goes away the industry will be less for it.
@FLUX_CAPACITOR I appreciate Nintendo for their willingness to experiment, but I worry that it might fade once Shigeru Miyamoto passes away. I also appreciate what other publishers/developers have done. But at the same time, I also used to purchase everything Square released, along with Sierra and LucasArts.
Nice interview! On a side-note: From some parts of the interview you get the feeling he was obsessed with the ladies lol!
I agree with Yokoi in that games don't need photorealistic graphics to be fun. In fact, graphics are nice, but hardly essential. One thing I love with retro gaming is how much could be done with less.
I have been on the development side and the gamer side. What Yokoi says is essentially true. I used to chase the graphics and there have been many games that were graphically advanced and had a deep storyline that pulled the player in to a dazzling world. Frequently these were juxtapositions of chance and timing. The developers already had a great game and the graphics were available to tell the story as they imagined it. As improved graphic quality became easily accessible and economical developers started to become lazier and fall back on the continual advancements in realism to "tell" the story instead of writing the best doc they could.
As a developer you had to work harder to grab the interest of the gamer since graphics were the least effective way to convey the game play. The story had to be good and the interaction had to draw you in just enough by being tough but not impossible.
I see the same parallels in movies today, especially the Superhero genre. It is great to have CGI to enable the action that is not possible with humans and it looks mostly real but it is beginning to look and feel the same. If the story is weak then the action is there to pick up the pace and distract you form the implausibility of the writing.
My outlook in gaming is simple. If the game is photo realistic or you are nearly unable to tell it is CG character modeling then are you really playing a game or participating in a simulation? In my opinion when it stops feeling like a true game, a break from reality, then you are not gaming.
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