How games shape storytellers

Posted: 12 Nov 2025

Sometimes the games we play leave a mark far deeper than we expect. They shape how we tell stories, how we create, and even how we see the world. Here we dive into BAFTA’s Checkpoint YouTube series, to see how the games industry’s The Last of Us director Neil Druckmann, HBO’s The Last of Us co-creator Craig Mazin, and Assassin’s Creed actor Abubakar Salim think video games have left a lasting impact on their lives and careers…

FROM PLAYER TO CREATOR

The journey from player to creator often brings up memories of childhood wonder. Druckmann for instance remembers playing Pong at a young age after his older brother brought a machine home, as well as designing his own adventure games on paper. Mazin remembers his love of games started when his dad got him Combat to play on the Atari 2600. And Salim spoke about how playing Golden Axe with his dad on the Sega captivated him as: “It blew my mind that I was able to kind of control these characters and play with them in this space.”

USING MECHANICS TO TELL STORIES

Something that has sparked the interest of Druckmaan, Mazin and Salim is how game mechanics can convey emotion and narrative in ways no other medium can.

Both Mazin and Salim are fans of mechanics in The Arkham series with Mazin joking: “I wish I owned a grapnel. Probably illegal.” While Salim singles out the game’s counter system saying, “It feels kind of clever. It feels like you’re on top of it.” For him, mechanics are more than gameplay; he enjoys the feeling he gets from being able to counter the enemy.

While Druckmann picked the hand-holding mechanic in Ico as his favourite example: “The fact that I’m holding a button to hold her hand and I feel this connection through this character through no dialogue. You can’t do that in movies or TV shows. That’s what makes games so special.”

STORYTELLING BEYOND THE SCREEN

The trio also reflected on how games differ from film and television in their ability to immerse players in story.

“Sometimes the kind of story you want to tell is in conflict with the kind of game you want people to play,” Druckmann says, highlighting the delicate balance between narrative and gameplay. Drawing on his own experience he said directing Sarah’s death scene in The Last of Us Part I taught him “how to work with others on the stage to find the best version, the most honest version of a scene.”

Similarly, Salim, who transitioned from acting to game development, found making Tales of Kenzera: Zau “eye-opening in what it takes to make a game.” Emphasising how “it’s so different from film, TV, theatre, from any other medium.”

And Mazin admires how games allow players to experience stories directly. “There’s no disconnect from you and what’s happening around you,” he says. He recalls Ellie’s emotional confession to Joel, directed by Druckmann in The Last of Us Part II, as a moment that changed the landscape of game storytelling. “Games just hadn’t done things like that before. Not as beautifully as that,” he says. This speaks entirely to Druckmann’s approach to this scene which he felt was “high stakes” and an important part of the story.

WHY GAMES ARE SPECIAL

Ultimately, all three agree games offer something no other medium can. “Games encapsulate almost all the other arts,” Druckmann says. “In a game you could put a painting, you could put a piece of music, you could put a whole movie if you wanted to.” But more than that, games offer emotion and connection, with Salim explaining: “The biggest thing that makes games special is the community that it makes.”

‘Checkpoint’ interviews game developers and industry figures, exploring their gaming memories and perspectives on the industry views.
Watch the full Checkpoint series and other great interviews on our YouTube channel.

  • If you know a young person who is interested in a career in games take a look at our BAFTA Young Game Designers competition. It is a chance for 10–18-year-olds to design, develop and present new game ideas to the world. The competition has two categories; one for game concept and one for game making, and is now open for entries.