That's basically one of the things I meant to say. Needing mainly combat gameplay in most games dictates the story in a lot of games. There's really no reason outside of "that's what sells" that TLOU2 has the standard stealth action gameplay. Something as ordinary and frequent as a detective story in other mediums is almost a no-show in video games. Disco Elysium shouldn't be something fresh and unique. Video game RPGs are addicted to all the things that RPGs, at their core, are not about. Just think about how much combat greatly narrows the type of characters, stories, and quests we see in RPGs (and a lot of other games too).Yes and no in regard to TLoU2. It's very clear that the writers took the reigns on this project, but at the same time they were too locked into an action game mindset with that writing. Because Ellie and the story feel written in a way to get the player into the stealth action gameplay as quickly as possible, having Ellie act out of character in order to achieve that. Because if there's one game universe where the characters would not want to leave a safe environment for the sake of "adventure" under any but the most dire circumstances it would be The Last of Us. But seeing as a sequel can't NOT have stealth action gameplay, the writing must make sure that the characters are put in that situation. And so Ellie is set off eventhough it makes little sense for her character to do so, because gameplay.
And yes, the single-shot camera added very little to the gameplayplay in GoW '18 (though I'd have to see a version of the game that doesn't have a single-shot camera really), but I reckon it did have an influence on how the cutscenes were shot. Seeing as they couldn't cut they'd have to really plan out the cutscenes and how they're shot. And it shows, because the camera work in the cutscenes is pretty exceptional, actually emphasizing the characters and the mood of the scene. And very few story focused games really invest in cinematography. Even Naughty Dog, with how they're deemed the cream of the crop of cinematic games, have very boring camera work in their cutscenes, usually only doing shot-reverse-shot.
Like every game has a single-shot camera in gameplay. The player controls the camera and the camera is not taken away from the player outside of cutscenes. If someone told me after I played GOW4 that it had a single-shot camera, I'd just be like "hmm". Single-shot scenes from stuff like the Kill Bill restuarant scene, Serenity movie (Firefly) opening, Children of Men scenes, those 2 fight scenes from Daredevil (Netflix) are etched into my memory and extremely impactful and with GOW4 it basically translates to "that's neat I guess" and "that's why the fuck fast travel takes so long". No doubt it did impact the cinematography as scenes though. That's another thing games are bad at because games aren't working within the limitations of other mediums, you can put the camera anywhere in the game world and not worry about how do I get a person and a camera there or the added expenses; video game cinematography should be influencing other mediums and not the other way around.