Good article http://www.dinofarmgames.com/?p=219
My summary:
So what is a game? A system of rules, that create challenges and competition which the player can then increase their mastery of by playing the game. A good game is simple to learn, but has deep mechanisms whose complexity emerges through play, e.g. chess, scrabble, football, basketball, tag, etc. The events in a good game change every time the game is played, and therefore has infinite replayablity. They teach us important meta-skills like patience, focus, strategy, confidence, adaptability. They show us new ways to look at our own psychology, and that of our opponents They teach us to analyze patterns and abstract them into easy to process bites. They teach us to learn a new set of controls and allow it to become an extension of our own bodies. It is not controversial to say that games exercise the mind in a unique way that no other activity can.
What is a story? Its a composed sequence of events, a static series of conflicts and resolutions with a climax and a resolution. At the end of the day, a story is a static list, a sequential art; this, then this, then this. We can draw the experience of *story* therefore, in a straight line with nodes representing various events. I need to make clear that I am by no means saying that stories are simpler than games. Both stories and games are, in their own way, complex machines that have to actually function. Good stories have many threads that interweave with each other in a graceful and beautiful way. In terms of what the user ends up experiencing, it is a linear list of events. Games are meant to be experienced many times, and stories are meant to be experienced once.
So at the most basic level, games and stories have fundamentally incompatible underlying mechanism. And the more story you shoehorn into a game, the more limited the game becomes, sometimes to the point of 'press x to continue story' qte events.
Most modern video games are very similar to pro wrestling. The story is all written out for you, it is just a matter of you loading it up and acting it out. Press X now. Run from this point to this point now. The games bombard you with compliments in the form of achievements and other meta-rewards for following a linear list of instructions that look a lot like the linear list of instructions pro wrestling actors study and rehearse before a match. Prowrestling has no tension, no suspense; it is pure spectacle and the 'players' are just actors. A real game, like football, can create immense tension, and the outcome is never known before hand. It takes an entirely different set of skills and mental abilities to play a game, then it does to act in a scripted match.
To reiterate: When the gameplay of a game has to line up with a previously composed narrative (which is inherently linear), it severely limits how interesting our gameplay web can be. When the plot of a story has to constantly include some form of player interaction, it breaks up the rhythm of the story in a way that undermines the tension and drama of the story, and, frankly, it can just seem pretty silly. If you wanted to really make a story out of Shadow of the Colossus that really reflected the gameplay, the plot would be quite repetitive and boring.
I think the reasons developers do this is because it is much easier to create a decent story than a decent game; and by creating story driven video games that have no replayability, selling news games is much easier.
My summary:
So what is a game? A system of rules, that create challenges and competition which the player can then increase their mastery of by playing the game. A good game is simple to learn, but has deep mechanisms whose complexity emerges through play, e.g. chess, scrabble, football, basketball, tag, etc. The events in a good game change every time the game is played, and therefore has infinite replayablity. They teach us important meta-skills like patience, focus, strategy, confidence, adaptability. They show us new ways to look at our own psychology, and that of our opponents They teach us to analyze patterns and abstract them into easy to process bites. They teach us to learn a new set of controls and allow it to become an extension of our own bodies. It is not controversial to say that games exercise the mind in a unique way that no other activity can.
What is a story? Its a composed sequence of events, a static series of conflicts and resolutions with a climax and a resolution. At the end of the day, a story is a static list, a sequential art; this, then this, then this. We can draw the experience of *story* therefore, in a straight line with nodes representing various events. I need to make clear that I am by no means saying that stories are simpler than games. Both stories and games are, in their own way, complex machines that have to actually function. Good stories have many threads that interweave with each other in a graceful and beautiful way. In terms of what the user ends up experiencing, it is a linear list of events. Games are meant to be experienced many times, and stories are meant to be experienced once.

So at the most basic level, games and stories have fundamentally incompatible underlying mechanism. And the more story you shoehorn into a game, the more limited the game becomes, sometimes to the point of 'press x to continue story' qte events.
Most modern video games are very similar to pro wrestling. The story is all written out for you, it is just a matter of you loading it up and acting it out. Press X now. Run from this point to this point now. The games bombard you with compliments in the form of achievements and other meta-rewards for following a linear list of instructions that look a lot like the linear list of instructions pro wrestling actors study and rehearse before a match. Prowrestling has no tension, no suspense; it is pure spectacle and the 'players' are just actors. A real game, like football, can create immense tension, and the outcome is never known before hand. It takes an entirely different set of skills and mental abilities to play a game, then it does to act in a scripted match.
To reiterate: When the gameplay of a game has to line up with a previously composed narrative (which is inherently linear), it severely limits how interesting our gameplay web can be. When the plot of a story has to constantly include some form of player interaction, it breaks up the rhythm of the story in a way that undermines the tension and drama of the story, and, frankly, it can just seem pretty silly. If you wanted to really make a story out of Shadow of the Colossus that really reflected the gameplay, the plot would be quite repetitive and boring.
I think the reasons developers do this is because it is much easier to create a decent story than a decent game; and by creating story driven video games that have no replayability, selling news games is much easier.