Because of this essential trait, there is a great deal that is different from a grand story in a game and a grand story in a movie. You cannot interchange comics and movies or novels and movies that easily, and those mediums share much more in common with movies than games do. Any option that converts a game into a movie will make it more awkward and lessen its impact on the viewer. Fighting this will risk lessening it as a game if you actually play the game.
The point is not that games should not try to have great stories, but that game stories cannot be wholly separated from the act of playing the game without hurting one or the other.
tl;dr: Learn to think about what's being said before you reply to it.
... and that s neither what I said nor meant, good job.
The power of the medium I would argue... lays in the potential for making stories themselves interactive.
Ever played the Witcher 2? That s just a glimpse of what the medium might aspire to in the next couple of decades.
That is where video game stories *could* go way beyond what a book or movie offers... by engaging the player in the story through meaningful choice and consequences.
In any case... the potential for telling truly great stories through the medium is there, stories that may ultimately surpass purely linear/nonadaptive storytelling in every possible way.
But even in the case of linear stories one might argue that the story itself doesn t get worse if it gets told by a game. The overall experience may not be optimal, but a great story remains a great story.
The poster I originally replied to... kind of tried to ridicule the very potential of the medium in general with his lyrics analogy, don t you think?
Might want to save the attitude for people who were actually replying to you and not someone elses post.
P.S.: Played "Dear Esther" by chance? (
http://www.honestgamers.com/reviews/7778.html) Linear, pretty much noninteractive, imperfect for sure... yet not without its merits and in some respects an experience unlike any other.
P.P.S.:Moreover... I would argue that some of Ransoms work on here is a perfect example of how gameplay can enrich a linear storyline. The gameplay in Transcend certainly isn t much to write home about... but I found it captures and communicates the mood of the story that is told perfectly and by doing so, enriches the experience. The gameplay alone really couldn t pull any wheight... , yet who would argue that Transcend was not a compelling experience?
Therefore I d argue that even with a linear storyline, gameplay and story do not necessarily have to be at odds. Just because the mainstream market didn t catch on to the fact doesn t mean its not possible. We have countless of bad examples, true enough, but does that make it impossible? I dare say not.