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Edit: Likewise this article which argues how the bare bones narrative allows you to fill the gaps in the story.
So, does this mean that by keeping us on such a strict and minimal path, we're actually able to be so much more imaginative, arguably 'play' more (with ideas, images, plot) than we would in a conventional game?
TFoL does this, to a degree. There is certainly a single storyline they had in mind, but they left out the right pieces, in the right order, to cause people to figure it out. It's really an art in and of itself, to reveal the right amount of information in the right ways to create a multitude of theories. One of the commentaries even mentioned that the title itself played into that.
And before anyone decides to jump in with "It was just convoluted," well, if it was, it would just feel like that. But it doesn't. It follows a definite trend. Everything was deliberate. The bits of story that are reveals illuminate those that aren't, and it paints a fantastic picture. This, and Dear Esther, are the only two games I've seen that do this, and Esther was only an experiment. At this point, they knew what they were doing, and I feel that they knew it would work.