I've heard a number of people over the years object to the idea of designing games with the intention that sufficient story is generated by players making things up themselves to explain game events.
I think there's some fairness to that objection. Some amount of imaginative effort is needed to fill in the blanks in a computer game, but why should the player have to do all the work? I also think there's a fair argument that, given what a computer game actually is, if you're not letting the player help create the story to some extent, it's not much different/better than watching a movie.
But sometimes that's pretty much all you get from a computer game -- there's a hard-coded Main Story and nothing you can do will deviate from that. I also don't think that's a wise course for game design, even if you dress it up with QTEs
for moment-to-moment "choice."
My view is that the future for storytelling in games will be somewhere in between those two. That's why I was glad to be a (very small and insignificant) part of the Storybricks team for a while, and why I'm very interested in Ken Levine's popularization of the "narrative Legos" idea. Some way to specify the atoms of Story, and a system for combining those atoms to create molecules of meaning, would allow game developers to create some games that work collaboratively with each player to allow the events in those games to be strung together into a story that has meaning for that player. It wouldn't necessarily be the same story that another player discovers, but maybe that's a strength of such a system.
I don't know that LT is really engineered to do that. I could be wrong, but it sounds to me so far to be further on the DF-like, "make up your own story about what happened" side of things. That's not a defect in LT or Josh; I mean, there are only so many hours in a day.
But it would be very interesting to see if some atomic-plus-generative system might be modded into LT. What if you could wrap in-world events in story atoms, link those atoms to particularly well-defined NPCs with opposing goals, then combine those atoms and characters according to some well-known plots
(based on player input) to create large-scale chains of story that feel meaningful to the player?