Interesting to read.
I disagree that hardware power shouldn't be developed, but I agree that it's being misused.
For example Half-life 2 didn't raise the bar for pretty graphics; it raised the bar because it used pretty graphics to accomplish some excellent character interactions. It tries to give the game a human element, which makes it live on even after its graphics effects are being bettered.
Cutscenes are still scripted, but that's another thing that can be somewhat enhanced by improved processing power.
(The vision here is animations modelled entirely on top of physics objects and generated in real time by moving physical limbs. As well as having interactive animations which can dive behind a wooden crate in many different ways, cutscenes could behave in a far less scripted manner, with the only scripted portion left being speech and the situation).
Also, as I read, I must point this out:
A. Soothing Hand-eye coordination - you get this from fast-twitch jumping games like Mario and puzzlers like Tetris. See the block, tap a button, repeat. These quick repetition tasks provide the same kind of Zen stress relief that you can get from knitting or making pornographic doodles on a scrap of paper.
The author contradicts himself instantly by giving two examples. He automatically implies that both knitting and doodling can be considered fun, so what makes it impossible to add another item to that enormous list of fun things?
(He mentions costly things in that list too, btw).
Agreed on games being too movieish.
If they're going to be cinematic, they have to be fun in a way that doesn't force the player to quickload constantly. Prey works on fixing this problem, and in Lucas Arts's old adventure games the player was usually invincible.
Bad Day L.A looks like an interesting idea, since it's a cinematic sort of game that - while expressing a valid satirical point - couldn't work as a movie. It is made in such a way that few people mind how blatantly scripted it is.
Regarding memorizing a game, that point is preposterous in the way it's covered.
A good game is at least 20 hours long, while a good movie is generally 2-3 hours long.
Which one could you memorize first?
(Note that this game should actually have content, like Oblivion).
A movie is completely scripted, whereas a decent game can be affected at least by where the player's character is standing.
When I rewind and play a movie, the same thing happens.
When I rewind and play a video game like COD2, the same guy runs in front of me and gets shot.
Games are too focused on shooting growing masses of bad guys, but I'm actually happy with this; the worse they get, the better everything decent looks by comparison until those less intelligent game developers notice that they need to do something new.
It means that good games such as those designed by Sid Meier or Will Wright will get better sales, and as a result things will have a chance to be sorted out.