Killergran said:
Oh yes, it all sounds reasonable. Of course, you have yet to explain how it is you disagree with me. I can see what you are on about, how storytelling differs in type between different types of genres and directors. How what a cutscene is supposed to achieve can differ as well. I can also sense that there is more coming. I'll read it if you write it, and we'll continue the discussion from there.
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I'll make this more brief in respect of your time.
Phoenix Wright's storytelling, as a synergy of gameplay and plot, is not actually much of a game narrative as such. It's great as far as pulling you in goes because it gives you the illusion of advancing the plot (even though you yourself have done no such thing, as you point out - you're just tyring to guess at what Phoenix or Apollo is figuring out in his head), but an argument could be made that as far as game narratives go the structure of it is not necessarily desirable.
I want to say before I go into this that I understand the values you're tlaking about, and operating under your value set I will agree that Phoenix Wright's narrative structure is pretty close to ideal. Anything following this point is essentially outlining video game storytelling value sets wherein PW's narrative is not ideal.
The thing about the Ace Attorney series is that there is no choice in the game, not really, not even as much as you would get in the most linear of JRPGs or even platforming games. When it comes down to it, you are watching an anime series where you msut repeatedly press the Play button in order to advance, and from time to time figure out what it is that the writers are thinking (which is not always intuitive, particularly in Justice for All). One cannot play the game divorced from these mechanics, and while this makes th narrative focus very strong it also means that the gameplay must necessarily suffer. I cannot ever hop into one of the better cases and go straight into a courtroom battle, with the notable exception of the fourth case in Trials and Tribulations. Experimentation is impossible, influence on the narrative is outside of the realm of the game's design, and gameplay is either a second or third banana depending on whether you see music as being inherent to the narrative or not.
Compare this with Metroid Prime - the first game in particular, bcause the third (and the second to a degree) abandon this. Metroid Prime's method of plot advancement is very simple: you can know about the story if you want. Otherwise it's perfectly reasonable to think that you will be able to get thorugh the entire game wihtout necessarily having any idea of the backstory or anything like that, just collecting items and barrel-assing your way through the game's challenges. Metroid Prime's narrative works not because it is well-written, thoguh it is, but because it firstly must be initiated by the player and secondly because it is not integral to one's experience. You can skip almost all of it. That's fantastic.
Fire Emblem games are another example of this same design: you can experience as much or as little of the flavor as you want. You can watch all of the battle animations and the reams of dialogue and cutscenes to your heart's content, or if you prefer you can skip all of that crap and attack the game as a turn-based strategy gam and nothing else, devoid of the trappings of narrative or plot. Fire Emblem is not as strong an example as Metroid Prime in the sense that its narrative does not need to be initiated by the player, but it's actually stronger in that the plot really doesn't matter at all and you can do without it in its entirety. The freedom of this is baffling.
Then take the Mother series - specifically Mother 2, or EarthBound if you prefer. That's a relatively linear JRPG experience wherein one cannot get through without experiencing the story, but the way that it differentiats itself from Phoenix Wright in two ways. The first is that it operates around a core gameplay mechanic that functions without the trappings of the story. The second is that it invests agency in the player, making thm the perpetrator of their ow actions rather than the characters. It does this in a big way, too, though I will rfrain from going into how it does this; suffice to say that when you beat the game, there is no question that it was you, rather than Ness, who is responsible for your victory.
Those little moments where the player is invested with power, is made to be responsible for his own actions - the final shot fired in Metal Gear Solid 3, the dawning realization of the import of your unthinking goal-based action in Shadow of the Colossus - are the ones that I find the most powerful.
Those are the two schools of game storytelling I currently find more powerful than that of Ace Attorney: the ability to skip out on a story if you so please, and the sort that makes you responsible for your own actions. That's not to say that other methods are innherently inferior, either - I preferred the storytelling in Wind Waker, wherein you are looking in on a conflict much more ancient and terrible than the playable chaacter can possibly know, to every game in the AA series - it's just that, taken as a rule, those are tthe ones I find best.
Do you see?
Edit: This was not more brief at all