Most games seek to entertain rather than to provoke. They are the Harry Potters and James Bonds of the world. Go a bit deeper and you find what you are looking for though. A hard limit of games is the fact that books let your reading experience be entirely visually unique to you. A character looks a certain way to you, their actions have your own interpretation.
For me, Firewatch was a stunning call to action about avoiding the problems in your life. Beyond direct narrative, there is the silent story seen in games that is rarely seen in books. The implied bits, the attention to detail, the care and love to the craft.
For example, there are bits of the Zelda franchise that trends a hair into Jack Kerouac's ending of On The Road. The little moments where you can feel and realize the breath experience of those you interact with, the people you save and those who save you. In that moment you can feel that book-like internal narrative defining all that could have been or might have been. Zelda Wind Waker is exceptionally notable in this space. Majora's Mask defined it.
For me, Firewatch was a stunning call to action about avoiding the problems in your life. Beyond direct narrative, there is the silent story seen in games that is rarely seen in books. The implied bits, the attention to detail, the care and love to the craft. For example, there are bits of the Zelda franchise that trends a hair into Jack Kerouac's ending of On The Road. The little moments where you can feel and realize the breath experience of those you interact with, the people you save and those who save you. In that moment you can feel that book-like internal narrative defining all that could have been or might have been. Zelda Wind Waker is exceptionally notable in this space. Majora's Mask defined it.