@Th3solution hmm, that sounds like an interesting article. I personally don’t agree that game’s narratives are sup-par to other mediums. It’s a bit like comparing apples to oranges though. What I do think is that, when games try to emulate those other mediums, they often fall short for the reasons that you listed. They can still be fine in their own right and for what they are, but not really comparable to a concise, well paced 2.5 hour film. Much in the same way, it’s hard to compare that concise experience with a fleshed out, 32 chapter novel.
I think game’s narratives are best when they embrace the medium’s greatest strength: interactivity. Prey leaves the player stranded on an abandoned space station, left to piece the world around them together by combing through the wreckage and data left behind, then challenges the player to question how they chose to survive in that world.
Elden Ring provides a deeply rich mythology (large swathes of which can be completely missed) for the player to patch-work quilt together, their personal experience in doing so being the thread that holds it all together. At the end, you’re left with a quilt that may vary greatly in size, shape and pattern from the next, but it is your own. This is something special.
Death Stranding took the driving mechanic of almost every AAA game and turned it on its head, forcing the player to rethink mindless killing and focus on forging connections instead, all through its mechanics.
Nier: Automota flipped the script upon multiple play throughs. Bioshock’s end game revelation turned the entire experience into a satire, essentially mocking the player for doing exactly what they’re supposed to: what they’re told. I could go on.
These narratives are great
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