Michanical
Member
And neither is still anything like a movie.
Fallout focuses on choice as well as environmental storytelling
Uncharted 3 focuses on cutscenes and scripted moments to deliver its story
Both still blend narrative and gameplay and interactivity to tell their stories. Would trudging through the desert in Uncharted have the same impact if it was simply a scene in film? Being in control gives that section impact, because the monotonous act of moving forward invokes the same feeling the character is going through. Finally reaching the ruins offers a sense of freedom for both Drake and the player, narratively because he was dying in need of water, and gameplay-wise because the return to action sharply constrasts the slow plodding moments that came before.
Then again, I don't have an issue with cutscenes the way some people do
I'm challenge your argument here, especially in regards to Uncharted. The act of controlling a character doesn’t give you some sort innate empathetic response. When Mario falls down a pit, I don’t suddenly feel bad for him just because I control him. If I feel frustrated, it’s at me or the mechanics and not at the lot life has handed my character. If I turn the game off, I do not worry about the fact that the princess is still in the clutches of Bowser. This is a big statement to assume that character control somehow equates to some sort of emotional impact, one I think isn’t universal or even common.
The main problem is, at the end of the day, the impact in these games come from the writing and dialogue, not gameplay. With few exceptions (I’ll address those soon), a game that uses heavy cutscenes and dialogue are building characterization and attachments through the same means that books and movies do but not as well. If I took the cutscenes and dialogue out of FFVII, why would anyone care if a character dies? Additionally, game mechanics will often hinder the narrative, not help. Being able to control a character often means failure states that lose any emotional impact because the narrative and the ability for your character to die are incongruous. When your checkpoint loads up, how does that help the narrative? Invisible walls, respawning enemies, lives, continues, etc. are almost always incongruous to the narrative presented by the games.
The thing that makes games interesting story telling devices isn’t the ability to control the character, though that can be part of it. If a dev is trying to make their game an affective story telling device, they need to play to video games strengths because, as it is right now, the quality of stories in movies and books are light years beyond anything put out by a video game and without any of the downsides that video games offer as a medium. Here’s an Extra Credit’s episode about Missile Command that does a great job of introducing the idea to people:
http://youtu.be/JQJA5YjvHDU
Edit: Bioshock is a game I'd argue does an exceptional job of telling a story that couldn't be told as well in other mediums. The Ayn Rand bits and world are awesome, but the game doesn't really anything special that couldn't be done better in a book or movie. The "Would You Kindly" moment is exceptional, though. This is also where the gameplay elements like doors that won't open and the navigation arrow become part of the narrative.