CatmanStu said:
I would classify a game as something that gives you a set of tools to use in a competitive environment with the goal being to achieve victory; There are two words in that description that are counter intuative to the traditional way of telling a story, competitive and achieve.
I agree with the gist of it, although I would've used different words.
A game is basically an obstacle course and you have to progress through it. You either fail (and try again), or you succeed and progress (until there is nowhere to progress to; the end). Where a game narrative differs fundamentally from an organic story (the ones found in books and movies) is the possibility of brute force trial and error and min-maxing (optimizing skills and gear) = interactivity through gameplay.
Picked the wrong option in a dialog tree? Reload a previous save. Want to have an easy time in Fallout 3? Pick these traits/ perks....don't pick those.
An organic story has a constant uninterrupted flow...if a character fails in some way it often feels natural and the story continues (consequences/ plot twists). In games...failure is only a temporary, voluntary setback. Or it is forced onto you through a cutscene. Either the player is too powerful (saving, reloading to his/ her heart's content) or completely powerless (railroaded by the game).
The fundamental problem with game narrative is that failure is not an option really, it is merely a temporary interruption of your progress. Commander Shepard is dead (really dead, not fake dead)? Well he/ she can't be dead now, can he/ she? That's not the story!
I have never played a game in which I failed through my own actions and were allowed to continue, accepting/ facing the consequences. I was either dead and had to reload a save or the game made me fail deliberately (for instance, those JRPG bosses that are unbeatable the first time around).
I really don't know if games can have an organic story flow. Maybe the obstacle course/ success-failure structure by nature does not allow it.