I really liked this article. It actually touched on a lot of ideas I wrote in a column on another site.
I don't think people realize the importance of story. Often enough I hear the mantra that gameplay comes first. However, I look at games like Brutal Legend, Chrono Trigger and EarthBound where the artistic story, narrative and other ideas fed the gameplay. They formed a symbiosis and worked together instead of one taking precedence over the other. I can only wonder why more games don't try for that since you'll inevitably think of more gameplay concepts than you would just saying "Ok, let's make a shooter in space...what features do we want?", which seems to be the average pattern.
I also feel the modern journalism industry is a complete cluster full of fanboys and people that are nothing more than marketers. Hopefully the editorial focus some publications like GamePro, Kill Screen Magazine and Escapist are trying to make will help appeal to the smarter and more mature audience.
In response to Plinglebob, I wouldn't be so sure about people's impressions being solidified. I've had friends from College watch me playing games going through the story and suddenly say "Wow, this is REALLY interesting!". In fact, the same has happened with my sister many times, particularly with Dead Space Extraction where she told me she wanted to see what happened next in the story. The reason people have the impression that they do is, well, what are on the commercials? I haven't seen a TV Spot for the new Splinter Cell mentioning anything about Sam Fisher's daughter, even though that is supposed to be central to the plot. The Bioshock commercials show nothing but violence.
If you want to catch people's interest they have to first know that there is meaning behind it. Iron Man wasn't such a successful movie because it had special effects or was based off a widely known comic (Iron Man is one of the lesser known Marvel properties in main stream media, or at least was). The story provided flawed characters that went through a development arc which resulted in a human interest. This is what games are lacking in comparison, or so it seems.
But really, when most people avoid magazines and websites focused on gaming, how are they going to find out there's more to it than lining up the crosshairs to someone's forehead? We need to tell them, and TV spots do a horrendous job of this.
Furburt said:
Basically, what I'm saying is, we shouldn't feel the need to leave behind anything just because they say so. Gaming is good as it is, and while there should most definitely be more Heavy Rain type games, there should also be just as many space marines and killing and all those fun things. Why change for our enemies? We don't need respect. We're having fun, who gives a fuck if anyone else thinks we're immature?
After checking your profile and seeing you're roughly 18, it explains why you would feel the way you do.
I used to love dumb entertainment just as much as I loved smart entertainment. The older I get the less I care about what used to impress me. As I read from intelligent writers in their 30's and 40's, they too start to have less taste for the shallow and flashy. It isn't just a matter of "impressing others", it is also a matter of providing something for ourselves. We are growing up, but the industry itself doesn't seem to comprehend that.
In this context, when people say "childish things" they mean the obsessions with "HOLY CRAP DID YOU SEE THAT HEAD SHOT?". Back to my Iron Man example, that has all the shallow stuff but they still managed to throw in deeper emotional material. That's why it's a huge mainstream success. You have humor, character development and bad ass action. It's not really that artistic or deep of a movie, but it's not shallow either.
Why can't we even have that, at least, be the more common attempt at making a game? It's not like we don't want space marines. We just want to have MORE than space marines because some of us are old enough to appreciate something more than "OORAH!" and charging into the maw of a monstrous centipede (my feelings go for hack and slash work as well. I can only give a ho hum when I see a 100foot tall monstrosity towering over me).