Diablo 3 has huge replayability (even if you're not into rifts, there's loads of classes to play as) and very well rendered cutscenes as part of the story, which are skippable. That's how it should be if you want 1) a game with a story with 2) replayability where you already know the story and don't want watch it again.Edit: as a comparison, the first Halo to Halo Infinite, i guess the latter will contain much more of this cinematic experiences, i'd be surpirsed if it didn't. On the other hand, if there's a solid multiplayer, it makes up for alot of it, games get more replay value then. Replayig a game with lots of cutscenes isn't my cup of tea, even if i could skip them what's the point then
Also, what exactly is the counter-point to this story-driven game concern? You want games to not have any stories or cutscenes? The only issue I have are the silly 'set pieces' like Uncharted's, where you have to press a button, or wiggle a controller as a one-off interaction to raise a door or squeeze through a gap. The button pressing here strikes me as pointless. It's not like you can fumble and lose the game, so it's just a thin veneer of interactivity on an event that otherwise takes the player out of the game. Proper cutscenes that are skippable and provide a story strike me as inevitable and necessary in many of these games, and I don't see how else they can be done, nor that there's anything wrong with them. And tens of millions of buyers of these games seem to agree.