The more player expression comes into a game the less coherent and intricate the story. IN many ways the medium expression approach is the "ideal" for gaming as it allows for players to have a meaningful influence on the direction of the story, but retains a level of narrative control in order to tell a satisfying and intricate story that ties together well.
I do think there is a long way to go with interactive story-telling. I wonder where Spector puts Until Dawn. Probably in the medium expression category, because although there are many ways to get through the game with several potential outcomes the game itself is still driven by a narrative that only moves in one direction. But still, in terms of story satisfaction people seem to rave about it. Lots of ways to navigate a story, but pacing and cohesion is pretty tight.
“The fundamental cause of the trouble is that in the modern world the stupid are cocksure while the intelligent are full of doubt.” - Bertrand Russell
"When the power of love overcomes the love of power, the world will know peace."
Jimi Hendrix







