Story telling is an incredibly difficult art; in an interactive medium that job becomes a thousand times harder. Many designers believe you should "funnel" the player to plot-specific moments (i.e. the Metal Gear series; many many FPS that try to emulate Half-life). But because you are creating a living breathing world; you should allow people to discover it for themselves, this is something valve does wonderfully.
Take the Left 4 Dead games. At each saferoom, you see the scribbles of the survivors before you. You see their anger, confusion, and fear of the apocalypse. You walk around to a supposed safe zone in a mall only to find a pile of corpses that touch the ceiling. You move to a motel room and find ammo laying next to the carcass of someone. It's not an infected, but you can tell she took her own life before being torn by the horde or face being turned into one of them. This style has also been used by games like Fallout 3 (checking out the ransacked and obliterated wasteland), the Grand Theft Auto games (with the many easter eggs to be found), and the first F.E.A.R (Alma's appearances and copying the computer drives).
This is the style of storytelling that should be adopted by designers. Let the player slowly unravel their world. Don't just give us a heap of cutscenes that are either written poorly or drag on forever.
Take the Left 4 Dead games. At each saferoom, you see the scribbles of the survivors before you. You see their anger, confusion, and fear of the apocalypse. You walk around to a supposed safe zone in a mall only to find a pile of corpses that touch the ceiling. You move to a motel room and find ammo laying next to the carcass of someone. It's not an infected, but you can tell she took her own life before being torn by the horde or face being turned into one of them. This style has also been used by games like Fallout 3 (checking out the ransacked and obliterated wasteland), the Grand Theft Auto games (with the many easter eggs to be found), and the first F.E.A.R (Alma's appearances and copying the computer drives).
This is the style of storytelling that should be adopted by designers. Let the player slowly unravel their world. Don't just give us a heap of cutscenes that are either written poorly or drag on forever.