I'll start with Civilization. You play through early history to modern times, living the rise and fall of civilizations and technological advancements that change the course of history. Part is conveyed through descriptions, but seeing it play out in the game far more powerful.
MMORPS like Everquest are all about story through game play. However that's making your own story with little control from the author of the game. Not a way to convey a story and predetermined to ruin any attempts to tell a story like most sandbox games. Death Stranding does a good job at turning you into a Mule through game play. It's heavy on the story telling like all Kojima games, yet the open world part tells its own story of connection and working together.
As Ico, SOTC is even more successful in conveying story through gameplay. The doubt and guilt that creep in towards the end of the game is very well done and never told in any cut scene. Turning from the hero into the villain, purely by gameplay without any nonsensical karma system, it's genius.
Journey also tell a story of human connection through interactivity. It all depends on who you meet through the game though which is not really in control of the story tellers hence the different reactions to the game. It is risky to rely on random player connections, same thing in Death Stranding where I first opted to play offline to get rid of the human mess factor. However that also removed the 'working together' part of the open world story.







