For the most part "story in video games," is what happens when you're not playing the game: when you're watching a cutscene, pressing forward to walk slower than a depressive tortoise or reading a random text log. You're essentially transported into another medium entirely whenever story needs to happen which whilst passable, only makes way for direct comparisons to said mediums or, if you're willing to be ridiculed by people on gaf, what the characters do during actual gameplay.
Developers need to stop going at story in the same way the film industry does. Writers shouldn't just be writing a script that 'is' the story with game designers in the other room making level, action set pieces and gameplay to go around it; they need to be intimately involved with all elements of the game. People love to bring up the "failed director/screenwriter" hot take but there is an element of truth to it. If you're not touching the core design of the game then you're not making the story for the game, you're making the story for the film/book that happens in intermittent chunks between gameplay sections.
The reason I love games like Dark Souls, The Last Guardian, NieR: Automata and Night in the Woods is because their story and gameplay works together, not apart. Note that all have cutscenes, I don't have anything against cutscenes, but when the cutscenes are over I want to feel like the story I just witnessed has carried on now the controller's in my hands and I'm in the gameplay loop.