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Zkuq said:

Half-Life mumble mumble. There are practically no cutscenes, and the story is told by what the characters speak (to either the player character or to each other), what happens in the world, and sometimes by what you find in the world. When Half-Life first came out, I had too little experience with games to understand but apparently that kind of storytelling was revolutionary back then. Nowadays it's of course not that rare anymore.

I've recently been playing Crusader Kings II, and I feel like it's a good fit in this thread. It's full of emergent stories, such as this one. Basically there's politics, relationships between people, events, and decisions, and all that stuff, which can create some interesting narratives - or not, if you'd rather play safe and lead a boring life.

I was thinking about half-life as well, but that's not really through game play. The game play is on hold during those interactive cut scenes. And what you find in the world is world building, also not game play. Story telling through world building is one of the most powerful tools, used by many genres. Dark souls, fallout, red dead redemption etc. Red dead redemption 2 does some efforts to tell story through game play, making the player balance his/her moral compass throughout the game with different assignments. Not only having different ways to things but also having real consequences through the unforgiving bounty system.

Elite Dangerous is full of emerging stories as well. I wrote this story through game play
https://forums.frontier.co.uk/threads/exploration-quest-for-the-loneliest-planet.132053/
Yet the only credit to the game here is presenting players with a giant sandbox plus such a boring game loop you start to make up a story to keep going!

Crusader Kings II sounds interesting :)