Summary of “You’re never alone in video games anymore.”

You weren’t playing for the story because games then really only had loose premises.
There’s also a newer, largely unarticulated trend: the end of being alone in video games.
Although there are scattered earlier examples of companion characters-like 1998’s Half-Life 2 and 2001’s Ico-their crossing over from albatrosses to something more meaningful is a recent development, kicking off with 2012’s The Walking Dead and 2013’s BioShock Infinite and The Last of Us. I am not warming up for a long, curmudgeonly rant about how video games used to be better in my day.
The supposed explanation for video games’ silent heroes was that voiceless avatars smoothed the way for the player to imagine themselves in the role.
As time has gone on and technology has advanced and budgets have ballooned, many video games have essentially become 20-hour-long movies now able to circle back and dabble with the sort of creative exploration that a secondary character brings.
One approaching future for video games, it seems, is to join the always-on, always-connected present we all experience in our daily lives, by having A.I. wingmen “Pinging” us with dialogue as the larger shared quest progresses.
All I know is, for now, I am virtually never alone in newer video games.
These first steps aren’t perfect or seamless-there are still hiccups and bad habits from how video games have always been made.

The orginal article.