I noticed you "conveniently" left out RPGs as an example. For the most part, RPGs are not exempt from the points you made. In every RPG, for every element that changes, there is another that stays the same. The early Final Fantasies and Dragon Quest games are good examples of this, keeping the core combat system, including copying over most, if not all, of the Magics, Skills, and Summons from earlier games, but changing the story, setting, world, and characters so much that it hardly seems like a sequel at all, and more like it's own game.
And of course, the concept of the Reset Button is all too apparent. Every RPG in a series is working on that exact principle, that you're back to being a grunt/peasant/nobody and have to work your way back to being the savior of the world. But despite how alike all RPGs are, it's the nuances, the subtle variances of each game's story that make them each unique and enjoyable.
And of course, the concept of the Reset Button is all too apparent. Every RPG in a series is working on that exact principle, that you're back to being a grunt/peasant/nobody and have to work your way back to being the savior of the world. But despite how alike all RPGs are, it's the nuances, the subtle variances of each game's story that make them each unique and enjoyable.