“At the heart of game storytelling is the concept of “player agency”. Here, “agency” refers to the ability of a player to make changes within the game environment, or even more importantly, the illusion of being able to do this.
If the game presents a convincing enough illusion of freedom then the player suspends his or her disbelief in the artificiality of the game’s world and the limitations in their choice of pathway.
As a medium of interaction, videogames present the player with different possibilities and ask them to enact stories based on designed structures.
This may take a linear form, as in the clearly defined pathways of the action-adventure The Last of Us (2011), to the relatively non-linear in the sense of freedom experienced playing game Skyrim (2011).”
Read the full story at New Statesman.