 If the displays of digital photographs vary from instance to instance due to different settings on different devices (e.g., brightness, resolution, intensity), then the aesthetic and structural differences of all works with multiple displays need to be considered in greater detail. Consider, for example, that with many videogames, players can choose which route to take, quests to accept, characters to kill or save, personalities to adopt, and the like. These sorts of in-game player choices are not merely features that generate varying resolutions and the like: the interactivity shapes the stories that unfold, which can be reshaped during another playing of the same game for very different outcomes. In these cases, strong variability occurs because the works consist of differing multiple displays (Preston 2014). For clarification, Dominic Preston says,