first person
Prismatic Play: Games as Windows on the Real World
John Tynes argues that it took the novel two hundred years to gain cultural capital; film, forty years; rock and roll, fifteen. Given this increasing velocity and the fact that it's been three decades since Colossal Cave Adventure, interactive storytelling should have gained a much higher level of respect than it has. Tynes argues that games should eschew escapist fantasy for more timely "engagist" settings that would allow the player to reflect on contemporary life and politics.
Why Make Games That Make Stories?
Jesper Juul argues that James Wallis's focus on definitions in his intervention into the story/game debate doesn't give the experience of story - or game - its due.
Every Game a Story
Corvus Elrod extends Bruno Faidutti's claim that all games tell stories by making the counter-intuitive argument that board games like Chess and Go are more effective story vehicles than RPGs.
Pax and the Literary in the Digital Age
David Parry argues that Pax occupies a position between literature and games - that it "glorifies play while undermining games," and that it's "not so much literature as it is literary."
Beyond the String of Beads: More Systems for Game Narrative
Monica Evans extends Costikyan's analysis of the narrative/game debate, but ultimately concludes that battles over genre categorization miss the point of electronic media, and that we cannot yet accurately assess how the tension between story and play works out because digital games are "products of a technology still in its infancy."