While video game stories have received praise, it has also been argued that video games are not an ideal medium for storytelling, and that the overall quality of narratives within video games is not equal to those in other forms. Writing for
The Atlantic, Ian Bogost criticizes the
environmental storytelling approach to narrative used in
first-person games with an
exploration focus, such as
BioShock,
Gone Home, and
What Remains of Edith Finch, opining that the structure of such games, which requires players to explore environments and piece together the story through observation and discovery, offers little advantage over other storytelling mediums such as an
animated film or novel. Bogost argues that the appeal of video games lies in their technical achievements, and that a game which chooses to focus on telling a story is "unambitious" and has no appeal that cannot be found in a more traditional work. Hayot argues that interactivity "was a story mode for centuries, if not millennia, before the invention of the microprocessor." though he cites
Undertale and
The Last of Us as two examples which subvert this tradition. Other critics have supported the inclusion of lower difficulty options which favor story over difficulty of play; Such options have been included in various titles, such as
Hades (where it is called "
God Mode") and
Mass Effect: Andromeda. Carmack has since amended this opinion to acknowledge the existence of games where story is a greater focus; however, he still maintained that he believes games which prioritize gameplay are the "most important". ==See also==