Jacob Stutsman of Gamer 2.0 writes:
"Games in the past have used the story to help craft a meaningful experience, but the interactivity of a videogame often sabotages the delivery of a traditional story, creating a disharmonious product, and to that end Jonathan Blow says that plot fundamentally does not make sense in an interactive medium. If something like a plot is inconsequential to the game and at worst chafes against it, then you have a game in conflict with itself. It's like a poorly designed automobile with an inefficient part, and so it loses most of its intended impact.
The solution is not in creating disparate parts. It exists inward within the gameplay. The very structure and mechanics of the game can work to expose real-life themes through rules of interaction. The system of the game communicates something to the player, a process that Blow calls dynamical meaning, and brings together all of the aesthetic properties into a cohesive union, offering the player a chance to interact with the game on an unprecedented level."