Shifty Geezer said:
Story has always played a weak walk-on part in most games in my experience. You do your shooting/flying.sword-swishing/magic-casting/whathaveyou and every once in a while a cut scene interrupts with 'so and so evil person is ruining the world, do such and such to stop them' just as an explanation of why the scenery is changing more often than not. The exceptions to me were the LucasArts RPGs of yore, like Monkey Island and that dead people one. Currently those games that add more story tend to be Japanese RPGs and their stories are always too wierd for my liking. I don't imagine bringing in Hollywood will change much in the story worth of gaming.
Back in the days when not all games actually had graphics, some games had very little *other* than story.
IMHO, text adventures are still the best "interactive fiction" that I've played. Since those days, with the move to graphical adventures, a lot has been lost. RPGs probably have larger and more complex plots, but I don't feel nearly as involved as I'm limited to just wandering around fighting random battles and finding plot trigger points.
However... going back to Hollywood...
The main issue I think is that the level of interactivity in a game is not something your average film producer knows what to do with. To be honest even most game designers these days seem to have issues with it.
With a film, you pour as much effort into each shot as you possibly can, and you know that the viewer will see each scene in turn and all your efforts will be appreciated.
However with games, if you offer the player choices then you make it a certainty that some of your hard work will be completely missed. How many extra chapters/levels/missions do you have the time and inclination to write if the player might never see them? How much does all that effort dilute the overall product?
The usual answer seems to be to cop out and force the player down a relatively linear path so that you can pack more in. At most you get a fork in the plot right before the ending. How many games are there where players ask each other "which ending did you get"?
I'll be honest and say I often don't mind that too much, but I would like to see more effort being made to make it seem less obvious when this is happening. Too often it's just a lazy way of forcing the player to have exactly the experience the designer has planned for them. And to me, that's not an interactive experience any more than it would be if DVD movies automatically paused between each scene and made me press play.
I would love to see people be more experimental though, and allow the player choices right from the start. Gamers back in the day loved playing Elite - I think partly because it was fun, but also because at the time it felt really immersive and gave you an illusion that you could do whatever you wanted and weren't being led around by the nose. It takes someone to think less like a movie producer and a lot more like a game designer to make choices like that.
Which is to say I think the problem with games these days is that the designers are frustrated movie directors or writers. I'm not sure what good replacing them with *real* movie directors or writers will do. I'm all for their involvement but I think it needs to happen alongside a good game designer who can structure the players experience.