Rather than join in the discussion on what motivates developers/people/nations, I'm gonna' type my thoughts in regards to the OP's points.
The OP's points:
1. The storyline is limited and/or nonexistant.
2. The game assumes that I have the I.Q of a particularly dense jar of pickels.
3. The game assumes that I am a 13 year old male.
4. The games today share an odd number of common elements.
5. Sequels will often degrade into "The search for more money."
6. Graphics have seniority to polish, characters, storyline, and pretty much everything else.
1. Instead of the word "limited", I would describe many video game stories as "focused". Video games are an interactive medium and many gamers prefer to spend their game time engaging in game play rather than have unnecessary nuances of a situation explained to them, lest a player get bored. A storyline isn't constrained by the difficulty of writing or implementing that story in a game setting, but rather by the necessity of keeping the story concise so as not to overload the player with exposition. A good game story is one that provides only what is needed to understand the action and introduce the conflict without bogging the player down with fluff.
Rainbow Six: New Vegas is a fun game about a special ops team battling Mexican terrorists and mercenaries that have taken over some Vegas casinos. Why are the terrorists there? That question is answered quickly towards the end of the game. The player's motivation? The player is a special forces guy! Is any more exposition needed? No. Terrorists bad; Rainbow Team good; now where's the next objective?
Would Rainbow Six: New Vegas have been improved with intensive character development... maybe a little brooding or flashbacks of the player character's life? No; the player just wants to shoot virtual terrorists.
But what about RPGs? RPGs thrive on building plot! First thing to note in my response is that good RPGs focus on immersing a player in the game's setting and the plot is a necessary component of that immersion.
There are two types of RPG plots; plots where the players have some control over the direction it takes (Dragon Age Origins and Mass Effect come to mind) and plots where the player watches a long epic story unfold (like in Final Fantasy games). In the former, plot is not only needed for immersion, but to help players make informed decisions that affect game play. In the latter, good RPGs tell a compelling plot and do so concisely without ruining the flow of the game. Bad RPGs dwell on brooding n' stuff.
Speaking of concise, gonna' try to cut down on the words, 'cause I'm getting sleepy...
2. It isn't a matter of intelligence; some players just aren't experienced with games, don't have the muscle memory for games, or don't have quick reaction times. I remember once playing Halo: Reach with my father and having to patiently explain the button mapping on the controller which had become second nature to me over years of playing FPSes while he struggled to move and look at the same time. While things like tutorial levels/"the easy first level" and in-game tips may seem patronizing to experienced gamers, they are needed to help newbies get their feet wet and enjoy the game.
Of course, difficulty settings should be able to be adjusted so the user can set an appropriate difficulty for his or her abilities.
3. Nothing wrong with appealing to male gamers with eye candy.
4. Common elements become common because people enjoy them. Also, when it comes to features a game better be able to match its competitor's features, otherwise folks will choose to buy the competitor's product.
5. Consumers want more of what they enjoyed in the original in the sequel and complain when a sequel deviates too far from the original. When a game is very popular it is only natural for a producer to want to capitalize on that popularity.
6. It isn't so much graphics as it is presentation (which includes textures, shading, sound, music, user interface, ect.).
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Lastly, I recall reading somewhere in the thread someone mentioning "Rosebud" in the context of the search for money leading to misery. Citizen Kane was not a story of a man's desire to acquire more money (all the money Kane could ever want was given to him at the beginning of the movie), but rather a story of a man desperately seeking affection, but whose insecurity drove those close to him away. Money was not his motivation, rather affection was and his desperate desire drove him to ruin.
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Edit:
Yo, check this out!
http://www.youtube.com/watch?v=KBb9wFP7uZM&feature=topvideos