Editor's note: Daniel argues that developers motivated by something more than just the desire to make a fun game are the ones who push the medium forward. -Demian
Whenever gamers get into a discussion about the relative importance of story versus gameplay, gameplay tends to come out on top. It seems that we don't care very much about stories in games, maybe because most of them aren't very good. The never-ending games-as-Art debate runs into a similar stumbling block: Most games don't aspire to be Art.
The source of the problem -- assuming you agree with me that it is a problem -- is the motivation driving our game developers. Most developers today are not storytellers by profession; they are primarily engineers, and to a certain extent, entertainers.
Back in November, Chris Hecker, a former designer at Maxis, spoke in front of the International Game Developers Association about how games are in danger of ending up in the same cultural ghetto as comic books. The first point he brought up (according to Chris Remo's Gamasutra recap) was the reason most developers get into the business in the first place.

Silent Hill 2's Maria, looking pensive. (I'm going somewhere with this, I promise.)
Well, it does in the case of Braid...which, conveniently, is one of a handful of examples gamers always point to in the games-as-Art debate. Most developers' motivations are far more pedestrian -- and so are most games.
Early Silent Hill-series developer Team Silent is one of a few devs able to make games that truly speak to people with subtlety, and in ways unique to the medium. Another Gamasutra article pertinent to this issue comes from Silent Hill 2 Character Designer Takayoshi Sato.

Sato is one of those people who really believes that games can be more than just fun. His article at Gamasutra outlines creative techniques that are probably well-known in film, but seem almost alien to game designers. Specifically, Sato spends a lot time discussing visual language as it relates to facial animation -- in order to create characters that are not just realistic, but also believable.
In fact, Sato points out that most designers, when creating characters, don't even draw faces in initial renders; they choose to focus on costumes, guns, etc., instead. He covers things like eye movement and mouth muscles -- subtle cues that can describe a person's history and personality.
Sato emphasizes the importance of lighting and how it affects the appearance of a person's expression and mood, and also goes a bit into what should motivate characters in stories, how deep most games go in that regard, and where most games stop.
Ico and Shadow of the Colossus Director Fumito Ueda is another designer who pushes the artistic edge of gaming. His games don't excel solely in the fun department; they actually attempt to evoke moods. All of that comes from Ueda's particular history -- one that isn't filled with just games.
Ueda's primary education is actually in fine arts, and he's said himself that if he weren't a game designer he'd probably be a classical artist. It was only after his art career failed to take off that Ueda put his prior computer knowledge to work as a game designer. Apparently, when not working on games, one thing Ueda likes to do is watch movies in languages he doesn't understand and try to discern all he can from them. I think that comes through in his work.
The last guy I wanna bring up is Prince of Persia creator Jordan Mechner. In my personal opinion, Mechner represents the magic that Ubisoft has been trying to recapture with that franchise ever since the last game he was involved with, Sands of Time.
That game's successors, Warrior Within and Two Thrones, shared its extremely polished platforming and adventure gameplay, but lost most of the soul in the narrative and art style. Superb writing and a finely tuned visual style set Sands of Time apart; the narration successfully drove the story in an engaging and non-intrusive way, while the dialogue captured the spontaneity of real conversations.
As a screenwriter, filmmaker, and author, Mechner has worked in mediums where narrative is the overarching component, and he knows how to properly translate that into interactive entertainment. Personally, I think it's sad that he doesn't make more games, and that more people like him aren't in this business.
Basically, what I've observed here is this: For the most part, the games that actually manage to have good stories were made by people who aimed to do more than just engineer a fun game, and actually had the skills to execute on that plan.
Heavy Rain Director David Cage put it pretty nicely in a recent interview with the Guardian: "The first movies were made by technicians building their own cameras," he said. "Movies became an art when technicians worked on the technique and artists took care of the content."














