I think the closest thing to an ideal storytelling method in video games would be to set up any kind of plot or narrative that your heart desired and then set it up in such a way that every action was invested with meaning and violence and the actual need to make a decision.
We would need to find a way to get the player to abandon goal-oriented thinking, particularly the sort that makes the actions he takes into mechanical things. Everything he does needs to be intensely personal, a result of his choices and a reflection of himself. When he is forced to do a thing against his will, it should feel like that: a violation of an agreement, the throwing away of an understanding that the player is not supposed to be really involved in the decision-making, an investment of responsibility.
That's close, I think, but I'm not sure I have the language down right. Responsibility is the key to the storytelling I would like best.
"There is no great revelation, no great secret. There is only you."
I want the player to look back at the experience he had and how it reflects on him, on what he's willing to do to achieve his goals, even to pretend.
Kojima found greatness for one brief, shining moment when he made the player go through the experience of killing a figure who had, in a way, become like their mother. I want that greatness everywhere.







