Debbie McDeavitt, who wrote Assassin's Creed 4, is fond of saying that, you know, game design controls all the verbs. So you can run, you can climb, you can assassinate, you'd better have a game that prioritizes running, climbing, and assassinating. If you're going to try to tell a love story with the mechanics of stabbing, it might be pretty twisted. I'll never say you can't do it. But certainly the mechanics that you have, and the fundamental verbs that you have even before you start level designing, shape what you're able to say and how you're able to say it. And then the relationship that you have with level design, or mission design is very important for determining the emotional beats of the story, and how they'll be carried out, and how the player is going to feel in a particular mission. That's as much in the mission design as it is in the writing.