Guess I need to add a few thoughts here. Not so much on the Cheetos front, yes, there are “fast food” games which offer a quick fix of cheap enterntainment, and yes, the medium needs to mature, just like movies and novels did, but there already are games that offer unique experiences, storys, characters - games that are art. And of course, they’re here to stay. They change other media, and they are changed by them - it’s not like “the book” has been the same for centuries.
I’m a writer for video games (and using Scrivener for those ). Not necessarily huge titles like Uncharted (I only get to translate such games from time to time). I also write and publish novels. And I’ve been writing screenplays for a TV show. So I might be able to comment on why stories in games suck. I’ll try to keep it short.
Let’s look at movies and games. With movies you have a way of producing them that has been formed over decades. Pre-production, shooting, post-production. You always know what you’re aiming for, you have a certain amount of movie minutes to generate, and you know the tools how to achieve that.
With games, everything is different. You have to spend an awful lot of time on the technical foundation, the engine. The graphics you have to generate don’t have to fit in a certain frame that’s defined by a cinematographer - no, they have to be dynamic, the have to scale, they have to change.
On the story side you have to decide, how to tell your story. Every game genre works differently. If you choose the safe route, which is pre-defined cutscenes, you need to find a good balance with gameplay, because you don’t want to go all Metal Gear Solid. With ingame storytelling you have to carefully look into the game mechanics - does it fit? Does it keep the controls simple? In many cases players have a lot to learn about basic game mechanics and controls - especially casual players - so they’re simply not able to pay attention to the story.
Your budget is always to small. Even if you have a great script with great dialogue - the story won’t work if there’s no time (or money, which is the same) to animate characters (faces and limbs) properly. Just like a VERY bad actor breaks the illusion, it’s the same with technical and graphical shortcomings. But the player’s impression is: the story sucks …
Writing for games is a kind of writing that’s totally different from prose or movie scripts. And a game always fails when it simply hires some Hollywood guy. And interactivity doesn’t necessarily mean arbitrary choices and storylines - heck, it multiplies the amount auf assets you’d have to generate. It means engaging the player in something that’s tight, convincing and thrilling. Uncharted does it really well, and I’m also looking forward to Heavy Rain.
Keith, how about Adventure games? You know, the graphical ones, the descendants from the old Infocom days? Even today there are some decent titles.