I figure the problem is they're wrapping these situations around the gameplay. If gameplay is the priority, and that gameplay requires murdering thousands of digipeople, there's no possible way to make any story except "the effects of murder on the human psyche". That's why Spec Ops succeeds, that's the story they're telling. Can't do that story more than a few times though.
Completely ignoring suspension of disbelief, sure. The alternative you present is simply so much worse than asking the player to lessen the link between combat scenarios with the plot embodied by the cutscenes in their minds; it limits creativity to a lethal extent and, for as much games can be flawed, what is gained doesn't seem worth it in the slightest.
I would argue there's already too much focus on "story", when videogames, even the linear cutscene-filled ones (e.g., Metal Gear Solid), are more like places or dreams that have "atmosphere" above all else, which the story is just one thing among many that is in service of. Most videogame story critiques I've seen, biting as they are, are a waste of time, like judging a cube as a square (if not an oval), for the reason that atmosphere doesn't need to make concrete sense like a story does nor does a story need to be "good" in the sense of a film to contribute to an atmosphere and that the judgment of aesthetics of games often hinges on how somber or functional a game story is simply not doing their effective immersion or escapism justice, losing a lot of material along the way (likely patting oneself on the back while doing so).
But I admit I'm on a complete tangent.
EDIT: "waste of time" is too harsh, since they can bring up fine points, I mean to say their conclusions are hopelessly narrow and fail to capture what a videogame is.
nope wasn't implying this problem is unique to the video game community. It is a problem however and we do need to discuss it in relation to our community.
True enough, but there's an unfortunate leap between this and "YOU DON'T DESERVE FEZ 2/ANITA SARKEESIAN", and responses like the latter, as you see them here, on twitter, and elsewhere, are simply more front and center, given thoughtfulness always takes a backseat on the internet and revenge rides shotgun. To me it seems clear that people take the issue that the more subtle, casual forms of sexism that is obviously going to exist in a widespread fashion male-dominant hobby (referring to hobbyist), as this form of sexism is common amongst boys and men in general, and combine it carelessly with the overt actions taken in the name of aggressive misogyny with what is by any definition a very small minority (as such the industry/community/culture can become infinitely more "toxic", 100% pure 4chan). Perhaps equating the two is nice and dandy as a way to make a convenient enemy that raises the stakes, but I don't think the intent here is "discussion", as it creates a discussion no one really wants to be apart of - a discussion with those harassing doxing gamers. I think it also has a way of swaying arguments into fallacious conclusions, even just on an emotional basis. For example, based on this alone, it is easy to take another leap and say that videogames as a medium is instrumental in these attitudes on this alone; the problem here being "correlation does not imply causation". When the level of toxicity is hyped up, it's also easy to establish an "us or them", no middle ground attitude. I think it is entirely fair to take issue with the "gamers as human garbage" type of comments, because they lean on simplifying the issue into an absurdly pessimistic view that is, frankly, masturbatory. It's maybe a kind of particularly bad twitter discussion.