
Denis goes on to extrapolate his approach by describing a scene in Mass Effect in which an unknown Asari touches his character, an uncomfortably forward gesture. The result is an act of narrative wrangling, in which Denis justifies the action on screen the way an actor may justify disagreeable commands from the director. In this case, how a scene resonates on screen is dependent on blocking. It is this often unappreciated artistry that interests me today and the inherently difficult production of realistic blocking.
For those unfamiliar with theatre, blocking is a term referring to the placement and movement of actors during a performance. It was coined by W.S. Gilbert, who moved blocks around a miniature set to represent actors maneuvering on stage. This act is similar to playing a game where, for the most part, we control our avatars around an established environment. Successfully appeasing players while relinquishing them of control, perhaps necessary to sensibly block the movement of characters on screen, is an impressive feat of design.

"Scenes aren't just set up as instances of action and inaction, so much as they are directed and framed in a theatrical sense. Staging and blocking are considered during crucial interactions, and characters are framed in ways that add weight and tension."
The ability to make Paragon or Renegade decisions during dialogue, immediately interrupting a scene, is a clever way to add player agency to these scripted events. To follow the theatre example, it provides more room for actor exploration. Conversations in ME2 are only slightly interactive, yet still compelling, in no small part due to realistic blocking which adjusts according to player decisions.
When blocking is constrained in some other games, however, the audience can be less than forgiving. Uncharted 2 features a scene in which Drake walks around a Tibetan village high in the mountains. The game forces the player to walk, not run. Continuing with the rehearsal analogy, limiting player movement is one way the developer controls blocking. There are those who criticize this scene for exhibiting too much authorial control. While that may be the case, it can be difficult to find ways to overcome the problem. There is a fundamental conflict between realistic blocking and player agency.
The rehearsal analogy may help explain why limited movement in games irritates some players. Prior to the Tibetan village, there is a reasonable assumption on part of the player that the rules of play will not change. They have already been established by the developer and clearly communicated to the player. Drake can run, period. Therefore, running is part of the actor's available repertoire. Removing the ability to run is akin to a director suddenly asking her performers to hop on one leg. Hopping may fit the scene, but it severely inhibits the understood parameters by which the actors explore the stage. It comes off as cheap and unfair.

Unlike UC2, ME2 appears fair because the actor and director are conversing and exploring the scenes together. The Renegade and Paragon options cleverly assuage any residual tedium from interactivity, giving the player/actor another tool to engage with the scene. The environment Bioware creates is much more akin to a rehearsal than the performance demanded by UC2. Naughty Dog's decision was made with good intentions - sensible blocking is crucial for developing compelling in-game scenarios. It just so happens the top-down production of realistic blocking inherently conflicts with player participation - the one way a player/actor explores a performance. Most players show animosity towards undue interference, just like most actors. Developers need to stage scenes accordingly.