Thinking a lot about Turn Based Strategy games and how the choice of interface, perspective and turn structure can be used to communicate narrative elements.
It's not something I ever thought about when making platformers, because the input is always pretty direct, but when I sat down this weekend to think about how I might do a turn based system, I suddenly realized that there's a big difference between having a game be controlled via mouse inputs, vs. giving players direct control over the movement of each character. Same goes with map size and perspective. The smaller the map, the more you have to abstract things like terrain, whereas with larger maps and closer perspective things are much more personal and intimate? At least that's what went through my head as I was fiddling around on that idea I want to pursue at some point. No idea if there's some actual writing done on this.
