sorting gameplay
Here is an idea via negativa.
A set of small pieces of narrative delivered in a random order is not a dynamic story.
This is what happens in games like Gone Home, Dear Esther, and other walking simulators without reactivity.
If we give the player a series of ordered or disordered nuggets of story, it is irrelevant.
The player always ends up organizing the ideas in their head.
A disordered linear story is as linear as an ordered one.
All we are doing is making the player work a little harder.
This is good because organizing the information in your head is gameplay.
But let’s not confuse sorting gameplay with a dynamic story.
A dynamic story can have sorting gameplay, but having sorting gameplay does not make a story dynamic.
Oh, Logicβ€οΈ.