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I think I've got it down - I want two schools of game design and storytelling, which are really just refinements and definitions of things I already enjoy.

1. Games are fun. Stories are not necessary as anything except for window dressing and as a mode for making more compelling gameplay experiences in context, giving a sense of.... consistency. Games like Mario Galaxy and Gears of War would go here. The appeal of these is almost innate.

2. Games that tell stories in way that only games can. This is harder, not only because it would take enormous resources but because the creators would have to be extremely competent. What I mentioned before, about giving the player a sense of real agency, of responsibility, is at the core of it. The best example I can think of off-hand is that instead of reading a dialogue box, one should have the impression that they are having a conversation. Chris Avellone came very close to this with the first meeting with Atris on the surface of Telos in Knights of the Old Republic II, but that hint at sublimity could be carried much, much further.

Hmmmmm.