I think this deserves it's own action game design thread
Some thoughts of mine:
1. Half Life was not a story driven game, it only had realistic setting and environment, and atmosphere. But it was fully interactive, and the player did not get a helping hand from the game so he sees the cutscenes at the right time or knows what he should do. I think it's a common misconception HL has a strong narrative, or it would be story driven.
2. Sonys exclusives do a lot with cutscenes and story, but they do it right and are very successful.
Now, maybe as a consequence, it seems almost everybody else thinks SP games MUST build on story, so they try to do the same to compete. And the results are often unplayable to me. Recent examples:
Latest Tomb Raider: Lots of HQ cutscenes and QTE. But like many games (especially franchises) they fail to introduce characters so there could be emotional interest on them, and they fail to show why the bad boys are bad. Result: No motivation to play the game. (In contrast Sony always get's those things right.)
Metro Exodus: Additionally to the above the game gives helping hand in form of wives constant orders, which is annoying and does not feel interactive but forced. (Really liked previous Metro games)
Same for almost all AAA games i have tried in recent years. Better watch a movie which is more interesting and less work. I really saw the downfall of SP gaming coming...
But there is hope, very recent games are better.
Control: No helping hand! I think there are many minor things wrong with this game, but this alone makes me finishing it. Story is there, but it serves more as atmosphere than being a game play constraint. This is very right (although the story itself is a bit flat).
Gears 5: I really hate covershooters and also the artstyle, but the storytelling works. Seems a very good game to me.
So i'm optimistic again for AAA. (Although Amid Evil is by far the best game i have played recently and no AAA title can compete this.)