I loved amnesia, and I actually thought of the game when thinking of the ideas put forward by James, which makes me all the more interested by this conversation. In talking with a friend who played the game shortly after I had finished it, I learned that he encountered a monster much earlier than I had. apparently I got extremely lucky and somehow missed the first monster in the game, and because of that, the atmosphere in the game was different to me than it was for him. As well, later on I encountered a bug where a monster was caught on a door, and because of that little hiccup in the code, it tore allot of the horror away for the final stretch of the game, because that one monster stopped being threatening. that is an experience that is wholly unique to my play through, and even though someone, in a one in a million chance, may get those two events to happen in one play through, he/she will more than likely experience them differently. all these things are objects and events set down by the designer, and yet, I have created my own story from it. with this in mind, I read this article... beginning it completely agreeing with James, and now I think I have come away with a very different point of view. there is so much merit in what both James and Thomas have to say. My comment after reading this is as follows. There is a finite number of games that could ever be played in chess. assuming the game can only be played between two people, and no one else can step in, there are only so many possible moves that can be made. even if one game were to run from their birth to their death, in an indefinite stalemate, it would still be finite, within limits. that number of moves and possible moves would be so astronomically massive that it is beyond the human mind to comprehend it, but it is still a finite number. I will expand this analogy even further. there is a finite amount of art that can be created within any computer based art program. this can be determined by the number of possible pixels that can be rendered to the exponent of the number of possible colors that can be applied within those pixels. just try to imagine how many trillions of trillions are in that number. you can't because trillions doesn't even come close to it, but it is still finite. yet artists still create with these tools, and players still play chess, and both do great things with their medium. Videogames are very much like these two, but even more epic in scale. think, of every possible inch of in game space within a 3D game that could be explored at every possible time that it could be explored with each possible character that can explore it multiplied by every possible random sequence that can be possibly generated by the game code. just think of that. there are more possible creations of story within 1 videogame, than every picture that has ever been created, and will ever be created using digital means. all that has to happen, is for a player to experience it, and let his choices guide that experience, while the game paints the narrative for him/her. the designer has created so many seemingly infinite works of art in a single game, that it needs the player to make that single story from one play through exist. the designer writes the scripts, but the player brings it into existence. the player isn't the storyteller, nor is the player the audience. the player is the player, something that is unique to gaming as a medium, and impossible to emulate in any other. the pixel count can be expanded a billion fold and the color spectrum widened and more well defined, but you would have to add together every work of art ever created ever just to get close to the number of stories hiding within the virtual world of a single game.