In the case of a FPS whatever story is being told, no matter how integral, serves to provide context to the action (shooting, killing, surviving one level after another). It simply makes the entire experience a bit more interesting, it helps deepen the world you're in, adding to the immersion and hence the enjoyment.
Historically, in a 'typical' adventure it's the story that serves as the nucleus, the primary motivation for players to forge ahead. Whatever else happens to be implemented - interactive items, conversations, puzzles - serves this.
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platform: laptop, iPhone 3Gs | gaming: x360, PS3, psp, iPhone, wii | blog: a space alien | book: the moral landscape: how science can determine human values by sam harris | games: l.a.noire, portal 2, brink, dragon age 2, heavy rain | sites: NPR, skeptoid, gaygamer | music: ray lamontagne, adele, washed out, james blake | twitter: a_space_alien
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