I really dug the discussion about scripted vs. open or emergent narrative. It's interesting to me how that kind of conversation tends to be framed in terms of "Can we tell a story using dynamic systems that's as 'good' as a carefully controlled and scripted story?" Leaving aside the fact that most games these days still have pretty terrible writing anyway, it seems like that question seems to overlook the inherent value of player-designer collaboration. I mean, sure, if I were intended to experience a given something as a passive recipient, perhaps the story in, I don't know, Metal Gear Solid or something might be more interesting than the moment-to-moment things in Far Cry 2. Since the great strength of games is their interactivity, though, those events in Far Cry 2 or GTA IV or whatever are always going to have more significance and emotional heft for me, regardless of how 'satisfying' they might be as a conventional story, simply by virtue of the fact that I had some shared authorship in them. Does that make any sense?
-Harry