tremendous caveat
Games really have infinite expressive power, but there’s a caveat to that, and it’s a tremendous caveat,” Romero said. “You cannot transmit a feeling that you do not have. If you are trying to make a game about something and you have not tried to feel what those people felt, and do what those people have done, your game will fail.
Brenda Romero, quoted at http://psuvanguard.com/arts/more-than-just-wizardry/