"Until recently, the game has never lurked more than a few millimeters beneath the digital narrative's veneer…producers needed to provide more richly detailed environments, more branching possibilities that spawned more plot possibilities to be realized and rendered, and characters with appreciable depth and complexity, all of which can seem needlessly expensive when your audience has been made up of fourteen-year-old boys mostly hankering to use their joysticks."

-- J. Yellowlees Douglas, The End of Books -- Or Books Without End?, 162-3.