nightcraw1er.488: All games are repetitive, principally as they follow rules. Imagine a game where your controls changed randomly throughout the course of the game.
In that regard, I wish more games would adopt the mini-game mentality that many of Ocean's film-licensed games in the late 80s/early 90s adopted (Robocop, Batman: The Movie, The Untouchables, Platoon, Total Recall). The games themselves might not have been very good, but you couldn't claim that they didn't have variety in the gameplay.
On a more general note, repetitiveness is fine if the game gives you the distinct feeling that you are contributing to achieving something. If all you're doing is moving to waypoints to advance the story and collecting useless items just for the sake of collecting them, that gets very old very quickly - game stories are rarely compelling enough to stand on their own, and the absence of any sense of emergent gameplay robs the game of any sense of agency.
But if the game gives you the chance to be easily diverted (GTA 4 did this superbly), or if those collectables serve a purpose to give you something more to do, that's when games come into their own.
Regarding the collectables, someone pointed out Assassin's Creed 1, which is indeed possibly the worst example of repetition out there. But the game starts out remarkably well, feeling very organic in structure, and the towers provide both excellent views and add something to the gameplay. It's just that it then devolves into storyline missions, the same random events, and those fucking flags.