Khuutra said:
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What I read from it is that he doesn't like having set rules and controls for game mechanics throughout the entire game because that makes it difficult to have variety. It's something he talked about a lot when Heavy Rain was coming out and he's correct in a sense. It's difficult to marry gameplay and story when gameplay is defined with "this button does this no matter the situation" so instead you have them split like ME3. If you want to tell a story through the gameplay you need to either do something very abstract like Flower or use more context sensitive controls like Heavy Rain.
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