That lubly critter well known as MCA (Chris Avellone, former Bis employee) has written up a quite lengthy designer diary called "Crafting a Story" on the KOTOR 2 site, here's a snibblet:<blockquote>Step Fifty-One: Figure Out What’s Fun
It’s always best to identify what the main gameplay elements for your game are, and how the story can complement those elements. If stronghold building is a big part of the game mechanics, figure out how to work it into the story. If you have the ability to control or influence your PCs in unique ways, make sure the story is crafted to showcase these elements at critical points. If you don’t want the player to have to reload the game, write a story where the main character doesn’t die and have the story complement the game mechanics. Basically, identify what’s fun about the game, and use those elements as part of the building blocks for the game story.</blockquote>It's a good read so get on over and read it.
Link: MCA Designer Diary - “Crafting a Story”
Spotted at RPGCodex
It’s always best to identify what the main gameplay elements for your game are, and how the story can complement those elements. If stronghold building is a big part of the game mechanics, figure out how to work it into the story. If you have the ability to control or influence your PCs in unique ways, make sure the story is crafted to showcase these elements at critical points. If you don’t want the player to have to reload the game, write a story where the main character doesn’t die and have the story complement the game mechanics. Basically, identify what’s fun about the game, and use those elements as part of the building blocks for the game story.</blockquote>It's a good read so get on over and read it.
Link: MCA Designer Diary - “Crafting a Story”
Spotted at RPGCodex