This is a little late, and it's kind of already made the rounds on twitter and Critical Distance, but I really enjoyed Line Hollis' post from March 13th,
Game Change: Minigames and Narrative Arcs. She's building on a discussion she and others have had about how the typical videogame is essentially a narrative of progression, where there's no real reversal of fortune for the character because the nature of the game and the expectations of the player doesn't allow it. In this post, she discusses how the experimental minigame can offer alternatives, because their brevity and framing allows for other types of stories. Some of what I liked about this piece was just serendipity on my part; I was reading it at the same time I was doing a speed read of Jesper Juul's new book, "The Art of Failure," and they both consider the issue of how videogames can incorporate tragedy, and what that would mean. Hollis does one up on Juul, in my opinion, in that she really goes deep into the examples she's considering. And even aside from the main discussion, it's a really well constructed post, with plenty of references and links to what has been said on the subject already, and a huge variety of experimental games.