I talked about bad storytelling, now let's talk about good storytelling
Left 4 Dead is one of my favourite examples of storytelling in recent years. There is one cutscene at the start of the game when you first turn it on to get you established in the game universe, but everything else is in-engine. Despite the game never taking you out of the action to force you to listen to the characters banter, they are still characterised excellently. From the way they shout when they see monsters attacking, to even the way they dress and their idle stance. Just from the characters interactions, we can paint a picture of their background.
Another commendable part of the characters in L4D is that they are all on equal playing fields, and nobody mentions race or gender. Louis' character is that he is the super-boring IT technician, not the black character. Zoey is a horror movie geek teenager who was more prepared for the apocalypse than her friends, not the woman.
The ball was royally dropped with The Sacrifice DLC and Left 4 Dead 2 but I'm not going to talk about that now. I'll just say that the although the new campaigns leading into each other works much better than 4 unrelated campaigns, the new survivors aren't as well realised as the original survivors.
Despite it going completely loopy towards the end, I thought that
Condemned 2 was admirable for the way it tried to tell it's story. The cut-scenes between levels are mercifully short and exist mainly to provide context to the different locations the players find themselves in. The main part that I feel deserves praise is the investigation mechanic. The player puts themselves in the main characters shoes and is expected to figure out the sort of puzzles that are generally reserved for the boffins at HQ.
The plot develops with the character, the investigation gameplay ties directly into the main overarcing storyline so the player never feels too disconnected from the actions of the story. You begin to feel a connection with the characters, Le Rue saving your life a few times, and Rosa providing helpful information regarding the mission.
Although I mention Condemned 2 being a good example of storytelling, it is a very bad example of narrative in games. A lot of the levels (Doll factory, Carnival) seem barely connected to the main game, and also don't make any fucking sense. Not only that, but the story goes off the rails at the end with talks of an ancient cult connected to the Mayor, Police Force and the Presidency.
Finally, I would like to talk about
X-Com: Ufo Defence. The entire game has three cut-scenes. An opening cut-scene which is mostly irrelevant to the actual game, a "bad ending" in case of a failure state, and a "good ending" for when the player succeeds. However, the game creates a massive sense of attachment to the marines, despite them being essentially faceless and completely devoid of dialogue or personality whatsoever.
The sense of paranoia and the feeling of being watched is present throughout the entire game. The fog of war hangs tightly over the battleground, but the player knows that behind any corner could be an army of aliens fully able to destroy the character in a few turns. The sense of fragility next to the paranoia works excellently in making the player feel very defensive of his marines. When a mission starts going wrong you worry about your characters, especially the high-ranking marines with high skills. They may be the most skilled, but when they die, they're dead.
There are other games I could talk about here, but these are the ones I wanted to talk about. I chose not to talk about games that are generally too plot-centric, as they have their own thing that they do in their own way. I might do a part 3 where I summarise. I might also talk to Rhoda about putting something like this on WebCT. Maybe???
It looked as if I picked your name out of a hat