Model Transferability Is How Players Learn The World

Good game systems do not just teach players what to press. They teach players how the world works. That difference matters because a player who only learns inputs can only follow instructions. A player who understands the model can solve problems the game has not explicitly explained yet. This is where Model Transferability becomes important...

The Problem With Modern Immersion: Why Looking Real Is Not Enough

A lot of modern games look immersive before they actually feel immersive. The lighting is expensive. The animations are polished. The worlds are huge. Characters blink, breathe, sweat, stumble, and stare dramatically into the middle distance. Everything looks like it should pull the player in, but somehow the experience can still feel strangely hollow. That is the problem with modern immersion...

Activation vs Construction: Why Pressing A Button Is Not The Same As Solving A Problem

A lot of games give players choices. The problem is that not all choices ask the player to think. Some choices are simply buttons attached to pre-designed outcomes. Press this to distract. Press that to persuade. Select this option to set a trap. Choose this dialogue line to resolve the scene. These interactions can be useful, readable, and satisfying, but they are not the same as letting the player construct an outcome through the world. This is the difference between activation and construction. Activation is when the player triggers a designed outcome. Construction is when the player builds an outcome through interacting systems. Both can look like agency from the outside because both involve player input, but the player’s relationship to the result is completely different. One asks the player to select a solution. The other asks the player to understand the world well enough to create one...