Wow, thanks. Seeing as I feel you're one of the people pushing this exact boundary that is quite the honor. First off - great post, vjvj. I agree. But I think you'll find people who disagree if it SHOULD happen(See this very thread). Personally, I'm with you. I think there should be a balance of mature games that explore things more in depth, and mindless fun games. Agreed. I personally don't really consider Mass Effect "art" in the same way others seem do. I, frankly, think it's a fairly shallow and lifeless game as far as the characters and plot are concerned - I don't think, just because a 'tasteful' sex scene was tossed in, that the game has really dealt with anything in a more mature manner than games before it. But people are holding it up as this amazing piece of work that is advancing gaming into this new land we're talking about. Then again, I think that about MOST of Bioware's games. I think all of their writing leans towards cliches and little depth. Having said that, I thought Mass Effect was massive amounts of fun and a step in the right direction. The interactiveness of the game is a wonderful narrative tool that is unique to gaming - I just wish there was more of it, and that your choices actually affected things more, thus giving them meaning and your actions consequences. But, it's as you say, people don't really understand the game mechanics fully - yet. However, I think games like Mass Effect show that people are learning how to use the game mechanics to make a fun game that has the potential to explore themes in depth. Also, I think it's going to take a little more than that even. As I mentioned in one of my earlier posts, how many "writers" in the game industry are actually writers? From the trite plots that flow out, and the boring archetypes... I'm not sure. And if they don't understand the craft of writing, how can they ever hope to craft a story that fits into the medium of games? Never mind everything you pointed out about many not understand their own medium to begin with. I think a good example is actually the game Advent Rising. It's script is written by Orson Scott Card, and I think it shows how game mechanics and a story can come together for a slightly different experience. I feel like Mass Effect was decided to be a 3rd person RPG, and then they came up with a story for that - and there's nothing wrong with that. But, to me, Advent Rising felt like a marriage of gaming and writing(Not saying the greatest marriage...) where it didn't feel like the game genre was chosen first, and then a story built around it/tossed in. It felt like they wrote a story, and then they asked a question: How can we tell this story IN this medium? Because of that you get levels that AREN'T all action. There's a couple of flying missions too(If I recall correctly) because the STORY called for that in it's narrative. Despite the game not being all that great, it was refreshing to see the game not stick completely to it's "genre" and instead focus more on delivering an EXPERIENCE instead of a 3rd person action game. The problem is no one has proven that there's a lot money to be made in doing that - so there is no reason to do it unless you wish to push the envelope. Not when you can create a FPS, toss in an alien race that for some reason wants to destroy all of existence(Including themselves), that'll sell like hot cakes. I know I can. I'm completely with you there. I'll take a shot: If I have Grand Theft Auto 4, I'd probably tell my brothers to come "play this". If I have The Graveyard, I'd probably tell my brothers to come "check this out". And that, I think, is the difference. Games you DO "play". Interactive entertainment, you "interact" with. One is more active, and the other is more of a passive experience that may require some kind of interaction from you at points. I should make note, I haven't tried out The Graveyard yet. So I really should before I go trying to answer questions like the above(I'm pretty sure I get the full idea of it from reading a few articles on it, though). Ah well, my only goal is to provoke conversation anyway.