Most games have one beginning, one ending/conclusion and progress in a linear fashion from the beginning to the end (with bubbles of freedom of action along the way).
It depends on what you actually call the 'Game'.
Let's take Starcraft 2 as an example. The 'Game' is an archetypal RTS with resource mining, army building etc. The 'Story' is the single player campaign, which is essentially a string of 'Games' with a bit of extra scripting, with a bit of exposition in the form of cutscenes holding it altogether. There are also some minor interactive components here, like the ability to choose which map to do next, or which research upgrades to buy or whatever, but nothing that really makes any difference to anything.
Playing through this kind of 'Story' is a bit like watching a short and slightly disjointed movie which pauses every so often and requires you to win a game to continue. If you're lucky, some chapters of the story you can choose to watch in a different order. Or to look at it another way, it's like playing a sequence of scripted single player maps, except between each one you have to sit through a bunch of cut scenes.
The success of this formula depends on a lot of factors. The 'Story' will have to make some concessions to justify the sequence of games within it, and to avoid annoying the player with over long cut scenes and exposition. These concessions can render the narrative irrelevant.
The 'Game' will have to make some concessions (usually via the scripting) to the story, often in the form of scripted events, limitations, and special victory conditions. These concessions can sometimes lead to some really enjoyable scenarios. However, they can also utterly destroy the gameplay, paring the options back to such a degree that you're just clicking your way through a linear script.
In short, I don't think this is a particularly great way to incorporate story into games. It often suffers from exactly the problem I originally spoke about, where both the story and the gameplay can suffer as a result of their combination. For me, this model only works if the gameplay remains intact - as a general rule, if the gameplay is there, I couldn't care less if the story is rubbish, so long as it's skippable. Sacrificing gameplay for story on the other hand, is a big no-no.
>I'm going to have to disagree. I think you can have both an engaging narrative and a non-linear gameplay. Basically, by throwing out bits of lore and story around in the game world, the player can put the pieces of the puzzle together. Every action will have consequences, and will have an impact on the story. By no means will the story be simple; it will be complicated at some points, but that's why it can be so intriguing.
This sounds like the right direction for story in games, in my opinion. Instead of imposing your (the designer's) story on everyone, you create a framework for the player to develop their own narrative as they follow their own path through the game. Each playthrough tells a slightly different story.
I think you made a LOT of good points in this one post. I shared this response with my team. I'm glad you like the way we're going with our game. We're trying to set up a kickstarter page next week, maybe if you're interested you can check it out and see exactly what we're trying to do (no need to donate though).
Thanks so much for the insightful response:)