Bat Vader said:
It could be she is writing stories for the wrong games too. If she is having a problem trying to justify in the story why the player has to shoot enemies and keep the game moving she could try her hand at point and click adventure games. Personally, I feel some point and click games have some of the best game stories like the Syberia games which I absolutely love.
At the same time though it does sound like she wants games to have better stories but doesn't want to be the one responsible in making the stories better.
Eh, I dunno. I do agree that the almighty FPS genre is a bit of a serious hurdle to cross for most game scenarios, seeing as justifying and responding to the ages-old question of "Why do I have to shoot shit?" is more important than most gamers even realize - but I don't think the technical hurdles are that large.
This is a purely personal opinion, of course, but what seems to me like it's holding the medium back is the design culture, like she said. Look at how id Software barely even cared to supply us with a backdrop for RAGE. You could tell Carmack was somewhere in the metaphorical background, muttering "Oh, whatevs. Here's John Goodman and a pistol. Go shoot shit. I'm bored, now."
If it's not that, we're holding ourselves back because our games are apparently supposed and required by some sort of sacrosanct law to be empowerment fantasies. What if I genuinely want to play a deadbeat who can't catch a break *without* falling back on Bullet Time and bullet sponge mechanics so the end result is supposedly gritty? Why can't most devs think of player engagement beyond putting things in pine boxes for an early burial? I know killing something is pretty much the Alpha and Omega in terms of empowerment (you're taking freaking lives, I'd say that's pretty empowering as it is), but the real draw usually involves saving the world or solving some over-arching problem.
Why can't we focus on that, instead? I'm asking that knowing that adventure games do solve that question. Indie devs pushing adventure-type content aren't really part of the problem. I don't have to kill anything in Minecraft if I'm skilled enough and really commit to a no-kill project.