1. How can the 'interactive nature of games' be used to benefit narratives?
2. What are some storytelling pitfalls that game developers commonly encounter? (& How can these be overcome?)
1) The translation of a title piece into a game is often disastrous and ridiculous and often results in non- or extra-canonical content being included in the work.
2) The translation of a non-interactive piece into an interactive piece is often even more disastrous as we find ourselves needing to invent content - ie something for the player to DO when there was no need for it in the story originally.
That said, the most important rule of thumb is what I used to tell my Computer Game Design students: If it's not interactive write a book or make a movie out of it. DON'T try to make a video game!