Joseph Merrick said:
I'll give you the abridged version. In the early 90's, which is a time I consider to be the golden age for western game design, I played a lot of PC games, because they did a lot of interesting things.
The breakout designs of classics such as Another World, Dune 2, Dune, Doom, Lemmings and Civilization where unique and the development mentality favoured experimentation and off the wall concepts over lemming like conformity towards game design trends that have dominated the decades since.
Right around the time where Quake launched the PC development landscape started to shift and the developers began to compete on only the technical merits of their games. The early stuff featured a designed-in-a-vacuum approach and got on by unbridled creativity while being made to run on the modest 640k DOS systems available to everyone.
But the breakneck speed of PC hardware evolution in the mid 90's erased all of that and PC devs were soon driven only by a passion for rapid technological oneupmanship and lemming minded copycatting of popular concepts. Just take a look at the history of Duke Nukem Forver for a glimps into the logic that drove the PC landscape for most of the 90's and early 00's.
As gameplay started to be regarded as secondary to technical improvements PC devs started to rely heavily on a handful of gameplay archetypes borne from their early 90's creativity, such as first person shooting, rather than creating new ones.
Later as the technological oneupemanship started to lose its momentum due to being financially unfeasible the developers in the west started to focus on another favoured aspect over gameplay, which has remained their darling since, that being storytelling.
This is often one of the chief things held up by the sheitgeist as an example of why former PC developers who have gone turncoat and are now working on consoles are the current darling over the Japanese who reigned supreme for decades but have now fallen out of favour in the west.
Increasingly western games focus less on providing a enjoyable gameplay and prefer to have their storytelling take center stage as their main draw for players. This is an approach that certainly resonates with a lot more people as movies have been an ubiquitous part of peoples culture for a long time. Thus the idea of games as interactive movies where you get to play the lead role has a lot more mainstream appeal than the idea of playing a large complicated game with lots of hard to master mechanics and rules because doing so is fun.
I have written a lot about my thoughts on the video game medium and how it is not one fit for storytelling, and even if it could be made to be half decent at it through a herculean effort it still wouldn't matter because that is not the raison d'etre of the medium. I have also argued many times that therefore this constant envy of the cinematic medium is a dead end and a dangerous path, but hey, this is where AAA games are going in the west and there is not a damn thing I can do to stop it.
But let us let all of that be, my ultimate conclusion is I play games for gameplay only and never have and never will care about storytelling, let alone easily digestible storytelling structure yanked right out of Hollywood, for which I do not care the least. So games that try to weigh that above anything else will always fail to capture my interest.
Luckily the Japanese, outside of the often crippled RPG genre, have an unrestrained, only-there-to-serve-the-gameplay approach to storytelling and still focus on refining and improving gameplay so I still enjoy their efforts. Certain eastern European developers like the guys who did S.T.A.L.K.E.R belong more to the western camp but make rebellious attempts at providing new gameplay experiences which I find to be commendable and to my taste.
Anyway, there is more to it, but that is the gist of it.