Furthermore, no game you and I are excited to play right now will continue to sell copies like A Tale of Two Cities. The majority of enjoyable games are disposable. Even the number of brands that could predictably succeed in this capacity is microscopic. Part of this comes from the brand problem, which is that every video game sequel seems to be about doing something better rather than having something to say. They don’t really add to the art — they improve on past mistakes. Games are too often too busy chasing the technology ahead of them that there’s little room (or budget) left to chase anything else — design, emotional engagement, or individuality, for instance.
“A brave and brilliant article” or “Suddenly, I feel empty”?