> When you find another player, there are visual cues that underscore their presence and introduction. When you communicate with them through singing and body language, all sorts of imagery forms in your mind about the other player’s personality (that’s character development!)
The character development part is a very important part of a narrative, and is in its way, only possible because of other, real players. His other two examples, Brogue and Dwarf Fortress, have huge short comings in this regard. A true, emotionally deep and complex character development and interactions between those characters is only possible if the other characters are played by humans, the characters are predefined or if there would be a sophisticated AI. The first variant is used in Journey, the second is used in "cut scene" type games and the latter is currently not technically possible. So when the author claims:
> At least silent films are excused by their technical limitations – no comparable excuse exists for games.
I take that with a grain of salt. Dwarf Fortress, Brogue and Journey are great examples of how to expand the narrative experience and where games could be heading to in the future. But in my opinion, they are an addition to, rather than a replacement for cut scene narrative games.