Most game developers still think that making games is about game mechanics. Well, it is, but only part. Games are more than things you can play with - that would make them toys. No, especially games with a story are something else: a form of interactive media.
And if games are a form of media, they can do more than just conveying the next gameplay-motivitation-cycle we experiencing in most games right now. With games as a media form, you can tell any story - just interactively!
During the research of my doctoral thesis (Interactive Story Telling, 1999) I created a paradigm which worked out: where? Well in the blockbuster title SACRED (2004). This paradigm focuses on managing chaos - which is something you'll find in each aspect of games, as there is an uncertainty priciple of space in time: Where and when will the player do what?