|
The guy hasn’t worked on that many good games. Only Wing Commander, Ultima Underworld, System Shock, Deus Ex, Thief…oh, wait. > One of the most important lessons I’ve learned is that if your game doesn’t have a clear vision, and you can’t express and “sell” it and if you don’t hire people better than you are, you’re likely to fail. … > We’ve developed an entirely new art form. We’re the only medium in the history of humankind that can turn every consumer into a creator and, astonishingly, we do that through the power of play. Think about that! I’m looking forward to the next game Warren is working on, whatever it may be, and I think System Shock did introduce environmental storytelling to video games, which reminds me I must play the recent remake. |
I mean, games are an incredible medium, but I think books can blur the line as well. I think "S." is probably the best example. It's not a traditional gamebook (which would be cheating since they're explicitly games), but it is a physical book which presents itself as an artifact of the story it's telling (it's produced to look like an old library book written by a fictional author with notes in the margins between fictional characters).
It's really three stories in one: the story of what happened to the fictional author, the story of two characters trying to unravel that mystery, leaving notes in the margins and clippings inserted into the book, and the story written in the book itself.
But in a sense it requires readers to become creators by connecting the clues linking the three stories and determining what happened, thus completing the story for themselves.
Another example I grew up with was "The Eleventh Hour" which is an illustrated children's book with ciphers and puzzles and a main mystery for the reader to unravel. This is a bit more traditionally "gamey" than "S.".
You could also argue religion is a form of this, especially Judeo-Christian religions which have sacred texts but also millenia of extra-textual canon and tradition.