As we all no doubt know, films were not always considered art. It was when movies like Citizen Kane came out that people started to take films seriously. The reason this is is that Citizen Kane used the medium of film to its full potential, doing things that can only be done in film. In the same way, Watchmen did things that could only have been done in a comic book.
For a while now, video games have been trying very hard to emulate movies in their storytelling. The introduction of the cutscene changed the way stories were told in games, but this is not the way for video games to evolve as an art form. Video games need their Citizen Kane, their Watchmen. Games like KOTOR, Mass Effect, and Fable try to break the mold by having choice influence the story. This may seem like it could only be done in a video game, but choose your own adventure books did it first. Not to mention that your choices can only be made at specific points, and these points draw a lot of attention to themselves, which feels very mechanical. Infamous is on the right track, letting your actions determine your alignment rather than your choice on a dialogue tree. But still it draws a lot of attention to itself by stopping the game for a moment and having a narration tell you what your choices are, with prominent text in the corner saying "KARMA MOMENT." Still, it's kind of necessary because otherwise, you wouldn't know that a choice could be made.
It seems clear to me that dialogue trees and scene-stealing karma moments are not what is needed to evolve games as an art form. My question to you is what can game developers do to make choice seem more organic?
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