"…the insight I had playing Indigo was that map-based games, while non-linear in gameplay, are inflexible in narrative. There’s nothing variable about the story that emerges in the player’s head: it’s authored, split up, and distributed across the game like pennies in a Christmas pudding. All that changes is the pace at which it appears. But in time-based games, everything the player does is story, and so that story is constant flux.
To put this another way:
Map-based games are ludicly non-linear but narratively inflexible.
Time-based games are ludicly linear but narratively flexible.
(Of course, these are spectrums: some games, like Rameses or Photopia are ludicly linear and narratively inflexible, and some, like Mass Effect, at least endeavour to be ludicly non-linear and narratively flexible.)
Do readers want to interact, toy and play with fiction, or alter, bend and shape it?" Jon Ingold is smart.