Which is the correct way to design a game, I am not going to go full Carmack and say the story does not matter at all, but at their heart a computer game is a simulation, a complex machine full of intricate moving parts. Getting thees parts to mesh well is the most critical part. and the story however well or poorly written sort of sits unconnected on top of it, for the most part ornithological to the machine underneath. The bit you actually interact with.
It is why I consider excessive use of cutscenes a tell of poor game design, They stop the machine and pull the player out of the environment. They have their place, but generally should be avoided.
book: tell a story
movie: show, don't tell (big sin opening lore dump)
I like "do, don't show" but I don't think that precludes a thin layer of gameplay over a story. Walking simulators are a prime example. The entire point of a walking simulator is the story, but the game doesn't progress without input from the player, unlike in a cutscene/movie. What Remains of Edith Finch is one of my favorite games, but the gameplay is pretty barebones.
Which is the correct way to design a game, I am not going to go full Carmack and say the story does not matter at all, but at their heart a computer game is a simulation, a complex machine full of intricate moving parts. Getting thees parts to mesh well is the most critical part. and the story however well or poorly written sort of sits unconnected on top of it, for the most part ornithological to the machine underneath. The bit you actually interact with.
It is why I consider excessive use of cutscenes a tell of poor game design, They stop the machine and pull the player out of the environment. They have their place, but generally should be avoided.
book: tell a story
movie: show, don't tell (big sin opening lore dump)
game: do, don't show (big sin cutscene)
I like "do, don't show" but I don't think that precludes a thin layer of gameplay over a story. Walking simulators are a prime example. The entire point of a walking simulator is the story, but the game doesn't progress without input from the player, unlike in a cutscene/movie. What Remains of Edith Finch is one of my favorite games, but the gameplay is pretty barebones.