Now, let's be honest, your excited for these games. But, if a brand new game series was coming out with one of these clips, and no game footage shown, it wouldn't be a blip on anyone's radar. It's only because we mentally have an expectation of what these games could be, and their companies (Konami and Bungie) are just letting your imagination fill in the blanks.In sifting through the hundreds of games with news this week I ran across Rule of Rose. This SCEI PlayStation 2 horror game has only been released in Japan, but Atlus just announced this week that it is bringing it to North America. It has a definite whiff of Silent Hill about it, but appears to be striking out in its own direction. If you can, try watching the longer trailer on this page, to see what I mean.
As I recall, there isn't any actual gameplay shown in the trailer, but that didn't stop me from putting this on my list of games to watch and, quite probably, buy.
I agree with the commenters that would rather see evidence of what playing the game would be like in their trailers. Demonstrating that you can communicate in a trailer the notions of soulless, mechanistic high-tech warfare or rubbly destruction of war doesn't actually convince me you can immerse me in your _game_.
Don't get me wrong, I'm all about good story in games -- but I think that if good story actually _sold_ games, we'd see strong story adventure games (Last Express!) on bestseller lists, instead of videogame graveyards. Interactive Fiction would actually sell on consoles and as DVD-based games, instead of being an arty niche. We'd see game genre development in directions that enhance storytelling, instead of more FPS, more racing, more sports, more abstract Tetrisoids.
Generally speaking, the quality of stories in games doesn't come close to decent books or movies, even though they're often derived from book and movie plots. On the other hand, top-notch games often give the player a lot of opportunity to generate their own stories. Sims are very much like this, though I first thought of the GTA series as a shining example; there's a quest-based plot there, but there's a whole world to wander around and do whatever you want in.
Supposedly, everyone likes the GTAs for the "gritty, realistic" ultraviolence and the hos, but for me it's the wild freedom. I follow along the plot mostly because it reveals capabilities you didn't realize were there. Capabilities which translate into me dictating the narrative as I like.