Books have a "Show, don't tell" rule but it works quite a bit differently. For example you can have characters state their emotions instead of showing it, you can have important events narrated in passing but not expanded upon.
Think about many of the instances where a television show... tells, but doesn't show. In most of those instances it wouldn't have flew in a book either, because most of the time it is just the characters saying someone has a trait to give the impression, without needing to really follow it up.
The exception to the "Show, don't tell" rule in my opinion is when showing is telling.
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Anyhow the person writing the article is pretty much entirely in the mindset of the backlash against games "trying to be movies". Specifically ones that are mostly entirely movies and focus on movie set pieces that you cannot interact with.
Essentially making the gameplay like some sort of odd rail shooter except not.
Though Asura's Wrath was mostly that and it was... ok. (it wasn't for me).
To a certain extent I agree, it isn't hard to find a game that does it entirely wrong... For example "Other M" is the perfect example of telling, but not showing... and showing, but not doing. You are entirely removed from the events from the game and never are any of the game's premises put to the test in a way the player can really have a grasp on.
We also have games that abuse quick time events like crazy to the point where really we are just inputting popping up keys most of the time. Yet these are rarely blended into the gameplay.
As well certain things that were ok in the 90s are starting to be more and more silly. For example the EXTREME story and gameplay segregations is starting to get odd looks. Especially when they outright contradict each other, even with liberties taken. Why? because games are actually starting to do this better.
I think stories are extrinsic to video games, they can be nice, but ultimately they will not make a bad game good, nor ruin a good game.
For instance, Dwarf fortress has no story, or rather no plot, the player creates narrative in the course of playing, but it is not a part of the game.
or what story does tetris have? Smash bros? Civilization?
Narrative is a borrowing from literature and has no inherent link to the medium of gaming, but it can be a dynamic supplement.
I like rpg uses of narrative because it creates interest in replaying the game and seeing a different aspect of the game or a different set of consequences. For me, Fallout New Vegas is a perfect use of narrative in gaming, my first playthrough I honestly felt like I was subverting the game, when I had actually stumbled onto the Wild Card playthrough.
Someone wrote the possibility of murdering Benny and then checking out the details of his conspiracy, instead of reporting back to House, and that someone wasn't interested in a literary narrative,but gaming narrative: the what-if-I-fuck-around logic of gaming which is quite foreign to literature.
Yes but on the same degree "Story" is extrinsic to movies and television shows. Many documentaries do not have a story, they are simply stating facts. A exercise tape has no story.
When something introduces story elements, they become intrinsic to the product.
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Anyhow this all doesn't matter...
What is the best story for a videogame? Usually one that compliments the gameplay. Though really there is no "best" just different styles.
You can have the Visual Novels bordering on non-game (or even outright not being a game, with the ones that have no interaction), or you can have games with absolutely no story.
Mind you best often picks up depending on what game you are creating. The issue with a lot of point and clicks is that they often have "puzzles for puzzles sake" instead of trying to integrate them into the story, setting, or characters, but that is because they are trying to set up a story and they are not blending the gameplay elements.
The issue is when the story interferes with the gameplay or the gameplay interferes with the story. A game shouldn't fight itself. The story, if there is one, should feel natural within the game. They need to compliment each other.
So I guess that is it... the best videogame story is one that compliments the game.