I loved the contrast of Tomb Raider and Portal - interactive, fast thinking rather than "press X to not die" nonsense during a "cutscene".
I also really love the way they break down storytelling axes - dungeons and dragons adds the "interactive" axis without the "AV" one, which presents its own challenges. (if you want a good example of this, I recommend the "critical hit" podcast[1], although be warned you'll need to listen to literally hundreds of hours of people playing D&D, which is not ideal if you're only interested in the story's interactivity.)
I thought they missed a trick not analysing Dishonoured a bit more though, as the game world reflects your playing style (high/low chaos). Which reminds me, I should probably play that game in kill everything/high chaos mode at some point.
I also really love the way they break down storytelling axes - dungeons and dragons adds the "interactive" axis without the "AV" one, which presents its own challenges. (if you want a good example of this, I recommend the "critical hit" podcast[1], although be warned you'll need to listen to literally hundreds of hours of people playing D&D, which is not ideal if you're only interested in the story's interactivity.)
I thought they missed a trick not analysing Dishonoured a bit more though, as the game world reflects your playing style (high/low chaos). Which reminds me, I should probably play that game in kill everything/high chaos mode at some point.
[1] https://itunes.apple.com/us/podcast/critical-hit-dungeons-dr...