I like that philosophy, making the story match the gameplay instead of the other way around. It lets you make the gameplay however complex you want, and then you can write as detailed or as basic a story as you like that works perfectly with what the game has to offer. It's sort of like setting the stage and picking the actors before writing the play, knowing generally what you're after, but not worrying too much about the specifics of each act and scene until it's time to start blocking them out.
Sky Render - Sanity is for the weak.








