A coupleÂ of years back I wrote an essay on games that create a story as part of the gameplay, which was published as part ofÂ theÂ excellentÂ collection Second Person: Role-Playing and Story in Games and Playable Media (ed. Pat Harrigan and Noah Wardrip-Fruin, MIT Press, 2007) which I have huckstered here before. The contents of the book are slowly migrating online (didnâ€™t like the weather in the real world is my guess) and my piece has just gone live. You can read it here.
Iâ€™ll warn you now that much of it was written in a small hotel on Skye that turned out to be run by a man who had taught me history some twenty years earlier, sitting in the lounge after a tour of the Tallisker whisky distillery earlier in the day, in a tearing hurry to (a) meet the deadline and (b) to find somewhere with internet access that would let me plug a USB stick into their machine. It turns out the Scots arenâ€™t big on giving foreigners access to their ports, not since they learned their lesson in 1072.
Nevertheless I think the piece holds up, and raises some interesting points about a neglected area of game design. I believe thereâ€™s a way to make comments on the MIT site though I couldnâ€™t find it; have a poke around and if you canâ€™t locate it then do come back here and weâ€™ll chat in the comments.