Because telling a story isn't just about completely changing the way in which we tell it. It is about effectively communicating ideas and emotions to the audience that are relevant to them, interest them, or whatever draws them to it. It has been well-established at this point that cutscenes, when done well, do a fantastic job at complementing the interactive nature of games by contextualizing play, getting us to care about what is going on, getting us in the mood to do something, and giving us a chance to reflect on ideas and emotions that we may be experiencing at the moment.inmunitas said:How is gaming suppose to progress and refine as an art form and basis for story telling if developers are not experimenting with the methods of how a story may be told with a game, without loosing the essence of what makes a game fun (the challenge and competition).
That isn't to say that cutscenes make the game. They are just one part of the whole, and treating them as anything but is misguided. They can do a great job at complementing the interaction, and there is virtually no limit to which ideas and emotions they can convey. That doesn't mean every game has to use them, nor does it mean that they should be the only way that story is conveyed. However, doing away with them in the name of innovation doesn't actually help us advance the potential of games as a storytelling medium. It is needlessly limiting the potential of the medium to tell stories, as we are removing one of the most effective storytelling tools we have.
You're right, because there is no singular best method that works for every game, and trying to force every game into one "best" method of storytelling simply will limit the potential of games as a storytelling medium.We don't know the "best" method of telling a story with a game
And that game uses cutscenes. And if this video [https://www.youtube.com/watch?v=VAzsYR8Po6M] combined with the average play time [http://howlongtobeat.com/game.php?id=12660] is anything to go by (I haven't actually seen the whole video, so I don't know if it perfectly reflects how long you'll spend watching cutscenes on a playthrough), about 1/3 of the game is cutscenes. As a result, I'm not really sure how this supports your desire to get away from cutscenes.For example "Brothers: A Tale of Two Sons" is one of the few games that have actually experimented with storytelling in a game.