Game design appreciation
Spoiler tagging just in case. Not planning on going into details but I think folks might not want to read this on a first playthrough.
I've noticed a really neat fine detail of design. There are a number of implausible things that you really do have to just accept for the game to work. The biggest one, the least reasonable, is the way trees and oxygen work. Marshmallows are right up there too.
I was thinking through why these and other things that are undeniably about gameplay (like limited dialogue options) don't break immersion, and realized that all the "it's a game" elements are introduced early, while the player is still thinking of it as a game with rules. By the time you've immersed more deeply, you've gotten used to handwaving everything that needs to be handwaved and can enjoy the story. It doesn't feel as much like a game at that point, but like a world to explore. Most folks don't question the rules of that world.
I just think that it's brilliant that they introduced everything implausible quite early and unapologetically.
it reminds me of really good puppetry, where you can see the puppeteer, even see the puppet ahead of time, but once the story is being told it doesn't matter that the puppet's face can't change expression. You know it's not realistic, but that doesn't matter, because it showed you the boundaries and then did art inside them.
Does that make sense to anyone else?
Posted Apr 1, 2026, 8:34 PM UTC