Games almost always include a way to "button through" dialogue without paying attention, because they understand that some players don't enjoy listening to dialogue and they don't want to stop their fun. Yet they persist in practically coming into your living room and forcing you to play through the combats even if you're a player who only enjoys the dialogue. In a game with sufficient story to be interesting without the fighting, there is no reason on earth that you can't have a little button at the corner of the screen that you can click to skip to the end of the fighting.
"...as games get ever more immersive and lifelike, it starts to feel less like healthy play and more like unsettling aspirational fantasy to me. And as the economic competition around the genre heats up, the push for bigger-bloodier-more seems especially opportunistic and shameless. I don't understand the continuing appeal; I don't understand the unquestioning audience." – Leigh Alexander "Who Cheers for War?"
“As an industry, I’m ashamed that we explore only a generally tiny slice of the human experience,” he continues. “If we want to reach a broader audience, we need…to make our games about feeling differently from ‘fight or flight’.”--Double Fine's Nathan Martz
One reason there are so many violent games, is because violence is one of the easiest ways of stimulating or generating arousal in somebody. I don’t deny or dislike violence per se in games, but I don’t like the use of violence merely to bring about this sense of heightened, excited emotional state in humans. That I don’t like. If the violence is used to make the player realize that violence is a destructive and often negative force, if it is used in a ‘balanced’ way, then I don’t mind violent content in games. So I wouldn’t say I was ‘anti’ violence, I just want to bring so many other elements into games in terms of proper pacing and a better variety of emotional responses…which I think leads to a much healthier gaming scene. – Yasuhiro Wada, creator of Harvest Moon