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Veknoid_Outcast said:

A good story can't save a bad game.

I completely disagree with that notion, especially how there's "plenty" of examples where there's limited to null interactivity, or just plain wrong videogame design, in several aspects of the game but they back it up with a well-written, thoughtful story that put it in its place, and the game is recognized as good to great, or even exemplary.

If you need examples, there's To the Moon, Deadly Premonition, Her Story, Everybody's gone to the Rapture, Penumbra, Dear Esther, Thirty Flights of Loving, or The Stanley Parable. Each one of these with a flaw (or more than one) incorporated in their core, interactive part, but that managed to earn people and critic's love by establishing a line of narrative that got universal praise.