I think the title of this thread has caused a huge amount of confusion. Me included. The posts seem to be talking about a lot of different things in reaction to "What games have good stories", but from what I tell of the OP, that's not what you're talking about at all.
Am I right in thinking this isn't about stories at all - it's actually about gameplay affecting story, and the way we experience stories? About the gameplay itself altering the story in a way that doesn't happen with movies or books (except, I guess, Choose-Your-Own-Adventure books).
My question is that does this make stories better? Having a completely linear storyline that's really good is a lot better than a poor storyline you can affect. Having the players actions affect the story is a novel approach, but usually ends up with all options lacking coherency.
As to Mass Effect, I would argue that the ability to choose endings does change the story. ME is, at its core, about humanity's interactions. Take the Save-The-Council option, and it's a story about how we're able to overcome prejudice. Let them die, and you've altered the heart of the story to one of survival regardless of cost.
I, personally, would argue that Bioshock didn't so much let you see the story through gameplay/exploration as it did flesh out the world itself, but that's just splitting hairs, as a story is weaved into the world it inhabits.
Am I right in thinking this isn't about stories at all - it's actually about gameplay affecting story, and the way we experience stories? About the gameplay itself altering the story in a way that doesn't happen with movies or books (except, I guess, Choose-Your-Own-Adventure books).
My question is that does this make stories better? Having a completely linear storyline that's really good is a lot better than a poor storyline you can affect. Having the players actions affect the story is a novel approach, but usually ends up with all options lacking coherency.
As to Mass Effect, I would argue that the ability to choose endings does change the story. ME is, at its core, about humanity's interactions. Take the Save-The-Council option, and it's a story about how we're able to overcome prejudice. Let them die, and you've altered the heart of the story to one of survival regardless of cost.
I, personally, would argue that Bioshock didn't so much let you see the story through gameplay/exploration as it did flesh out the world itself, but that's just splitting hairs, as a story is weaved into the world it inhabits.