"Emergent narrative" - it seems to me that this should be a key concept in the next stage for the first-person-shooter.
I often wonder how the genre will solve the problem with having a "story" and being interactive. The concept of story is by definition linear, while the notion of being interactive tends toward non-linearity.
As hinted in the interview, the apparent contradiction is solved by the introduction of *simulation*. This introduces the distinction between ex ante narrative and ex post narrative, and while the former is incompatible the full ambition of interactivity, the latter goes very well with it. Come to think of it, all the stories that matters most to us, are the ones that have a story line ex post - in other words those that came to be in the real-life simulation of our own natural environment.
Perhaps the ultimate goal for the genre should be a game that is pure simulation. The game merely sets up a setting, much in the same way that going to Iraq right would have the potential for an emergent narrative for the individual who did.