Twenty years ago, inside a game studio, a question formed that no one in the industry had language for yet. The player was acting. The world was responding. Something like story was emerging from that exchange, but no one had been hired to design it.
Film had directors. Novels had authors. Games had designers and writers. What no one had was someone responsible for the whole, for the story as system, for the experience of meaning that only arrives when play and narrative are the same event.
That absence became a discipline. The discipline became narrative design.