Mediums really start to shine when people start to write stories based on the strength of the medium, and not on the strength of another medium.
Early films were treated as plays that could be shipped around to different theaters without needing to fly the actors and sets around the country. So they had very flat set design, never moved the camera, didn't use close-ups, and had over-the-top physical gesture-based acting. Today we think of these as horrible films, but when we go to the theater to see a play, this is what we expect, and this is good.
And today we have some games being treated as films that have button-mashing action scenes and puzzles in between cinematic plot points.
Films started to shine when we got close-ups to really bring one tear or one smile to every seat in the house, and when we got moving cameras, and most importantly, the ability to change sets in the blink of an eye, in editing. So now films can have split screen, tell multiple stories from multiple points of view at the same time, flash forward and back through space and time, all in a split-second. Theater can't do this, and now we expect it from film, because it can only be done in film.
Games are falling into the same trap as early cinema. People think games need to be "cinematic" and aren't playing to the strengths of gaming (the interactivity). This is the wrong direction, and will only hold gaming back. This philosophy treats cinematic games as the height of storytelling, even when their stories can't hold up to cinema, and treats non-cinematic games like they're doing it wrong. But more people will remember Tetris than Metal Gear Solid. When it comes to gaming, people remember what they did more than what they saw.
In film production classes, I was taught to make films with no dialogue, and no text. I had to learn how to tell a story with action, camera movement, and editing alone. I'd imagine that in a few decades people will go to game schools that make them tell game stories with no dialogue, no text, and no cutscenes. Barely any games have done this.
It can be done. The game in my sig is proof. It has no dialogue. The game just starts with you warping into another world, and the gameplay kicks in with you underwater, drowning. Nothing says "hurry up and swim to safety." You just do it or die. The whole game, and story, unfold like this. It's amazing.














