Just to expand on what I said on the previous page and as an actual, serious response to Roguey's idiotic comments:
Narrative and mechanics/gameplay are not in a mutually exclusive, dichotomous relationship in games. The newspapers in Arcanum were a a narrative mechanic by which feedback on the player's actions could be communicated to the player at an additional level, rather than simply, being able to see an enemy gibbed on screen, or have a "QUEST COMPLETE" popup appear above the PC's head when he handed in a quest to a quest-giver. Their function in gameplay feedback terms was twofold: to reinforce that the PC, and therefore, the player, had an impact on the game-world, and secondly, they sometimes provided additional story information that could not otherwise be communicated (ie: they translated the actions of the player into a textual story form, which gave structure to the actions of the player and placed those actions within the totality of the game's narrative structure) through other forms of feedback.
The Arcanum newspaper system, which, while it may seem insignifcant to some, was infact a core element of Arcanum's gameplay in that it formed one part of a whole in the sphere of game->player feedback. The other elements of narrative feedback were NPCs, who would, post-facto, comment on your actions. The immediate feedback of dice rolls in the turn-based combat, and ultimately, the post-endgame screens.
Call it "cosmetic C&C" all you want, but you'll still be wrong. Alpha Protocol was exactly the same, it might appear to be cosmetic C&C, but however you want to see it, it is narrative as a function of gameplay.
The inverse of this would be gameplay as a function of narrative, which are exemplified by vehicle sections in specific locations in games, contextual mini-games or quick-time events, and other such occurences where a new or previously telegraphed mechanic of player interaction with the narrative is introduced to the player, whereby he has to advance the storyline.
But you know, keep believing "core gameplay" and feedback for the player, or elements of narrative are two separate entities. That way we'll keep getting games like Fallout 3 and you'll keep sucking dicks.
Ps. This isn't to mention that some of the newspapers you found in-game, such as the one in Blackwater? Rosewater? Where's that town? Explained the political situation with Tarant and had nothing to do directly with the player, unless he was taking the persuasion master quest and needed lore info. So the newspapers also provided the function of a lore codex, but I won't digress too far into that.
Pps. Small mechanic, game-wide impact. But obviously it could be stripped out because player feedback is totally inessential. Thank fuck for games like Oblivion where the gameplay does the talking.