perry_blueberry said:
… I tried to make a few games where I started out with some story/situation and then I tried to slap on the mechanics after the fact. It just didn't work for me that way because I kept coming back to “so I have this interesting story that the player can unravel as the game progresses but what the hell are they going to actually be doing and why would they stick around long enough to unravel the story?
I would suggest that in such a case, it might be worth looking in particular at those genres built around a story-centric approach: I daresay that not much mechanical investigation is necessarily called for if one chooses to make a point-and-click adventure or a visual novel, for example.
(Note that even those genres can bear new mechanics, I do daresay. However, if one is primarily interested in the story, and the story doesn't seem to call for additional mechanics, then they pretty much have a set of mechanics in place already.)
perry_blueberry said:
I've seen some games, like Firewatch and Telltale games, where the mechanics aren't all that impressive …
Thinking of Firewatch in particular, I don't think that I'd call its mechanics unimpressive at all. Indeed, its use of exploration, discovery, and dialogue mechanics to support and guide its story were pretty cool, I do think!
I'm less impressed by the TellTale games, myself--but conversely, I have the impression that there were those who liked them.
Perhaps more impressive to my mind in the TellTale vein might be Until Dawn, which I felt made pretty good use of its choices--and even of its quick-time events, as much as I dislike those.
perry_blueberry said:
Obviously there is no right answer to which one is better but most commercial successess are outlined to some degree.
To what degree, however?
After all, outlining is a continuum, not a binary: I doubt that there are many authors who exclusively work without one, or who exclusively and unbendingly rely on one. So, indeed, I daresay that most successes are outlined to some degree--because I doubt that many stories, successful or not, eschew it absolutely.