Adam [Strong-Morse of Choice of Games] focuses on [Interactive Fiction], but I think much of what he writes about is applicable to any game that seeks to have players experience a story. What makes games so interesting and unique from other media is interactivity, yes, but being interactive means relinquishing some authorial control and handing it over to the player. Game creators can't and shouldn't try to control how players experience every moment of their game, otherwise it's not a game any more. As Adam puts it, "If the player of a game has any meaningful agency, then they are part of the storytelling team." But there must be some sort of control, otherwise the game would be impossible to create, let alone play. So where is the line drawn? These are tough questions that the Choice of Games team is tackling, ones that game developers have been asking for some time now. Every game has different goals, so the answers are likely different for every game that is created, but they do come to some conclusions that should be thought-provoking for anyone interested in collaborative storytelling.
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