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That said, there are fantastic examples of game stories that cannot exist outside the game medium.
Nier Automata comes to mind, the way it plays around with player expectations of endings, new games and routes. The way it switches between different modes of gameplay to fit the narrative.
Indie games do it even better. Doki Doki Literature club plays around with the format of a visual novel and as a piece of software. It has you messing with files in order to interact with the characters and progress plot. It plays around with common player freedoms like save files, and taking that freedom away in order to instill fear and dread.
This is just something mediums outside of games cannot do, and more games should do things like this and explore games as a story telling medium.
Though if you'd like to move away from meta gimmicks, there's also world building to consider. I'd argue world building is so much stronger in games when you put the player in the world of the game where they can interact with things, explore and learn about your world in their own leisure. When the author has full control like in books or movies, they have to release information to the viewer in a controlled manner.
In games, the player can just absorb the entire world in their own manners. Telling a story through the environment is something games do best for sure, because it gives the player the agency to explore that environment and analyse it at their pace, and interact with it themselves. This is powerful stuff, but it requires an attention to detail and cohesion that's very difficult for large disjointed teams often found in AAA to do.