<p>IGN offer <a href="http://uk.pc.ign.com/articles/116/1165886p1.html" target="_blank">Part II of "Storytelling in Games"</a>, this time focusing on players & challenges.</p>
<blockquote>
<p><strong>CD Projekt - Tomasz Gop, Senior Producer:</strong>
I'd say it's always like that: you invent the story and wish you could tell it to players your own favourite way. Then you start focus tests, people play it and all sorts of misunderstandings come from that. Then you force yourself not to think about that in terms of bugs or misuse. If you do it right, you adjust the story so that it suits more players, a wider audience. That is a challenge. At least for a pure-blooded Designer it is.</p>
<p> </p>
<p><strong>BioWare - Casey Hudson, Executive Producer:</strong>
One principle that drives the evolution of our games is that in an interactive medium, every part of the experience should be interactive. Obviously that includes the story, and yet many games have a story that is completely non-interactive. You play the entire length of the game without being able to change or influence the events or the outcome of the story. To give players the freedom to shape the story, however, leads to some of the biggest challenges in game design. It requires the designers and writers to literally write a multidimensional story, considering the experience of multiple versions of the story arc as they develop each plot.</p>
</blockquote>
<blockquote>
<p><strong>CD Projekt - Tomasz Gop, Senior Producer:</strong>
I'd say it's always like that: you invent the story and wish you could tell it to players your own favourite way. Then you start focus tests, people play it and all sorts of misunderstandings come from that. Then you force yourself not to think about that in terms of bugs or misuse. If you do it right, you adjust the story so that it suits more players, a wider audience. That is a challenge. At least for a pure-blooded Designer it is.</p>
<p> </p>
<p><strong>BioWare - Casey Hudson, Executive Producer:</strong>
One principle that drives the evolution of our games is that in an interactive medium, every part of the experience should be interactive. Obviously that includes the story, and yet many games have a story that is completely non-interactive. You play the entire length of the game without being able to change or influence the events or the outcome of the story. To give players the freedom to shape the story, however, leads to some of the biggest challenges in game design. It requires the designers and writers to literally write a multidimensional story, considering the experience of multiple versions of the story arc as they develop each plot.</p>
</blockquote>