That is, the calcification of styles such bold or gothic in quantitative measures cuts the player off from being inspired or inspiring.Other characters will always react the same because their programming is looking for the bold and gothic flags and nothing else.
We expect to not only figure something out, but figure out a specific answer set up by concrete facts of the game’s rules and system.
It can be perceived as some sort of reverse difficulty, where the biggest challenge is upfront but also doesn’t severely limit what you can do.
If essentially you can do anything and be ‘right,’ what is the point of the game?
Trying to get these subjective experiences into video games might just be a selfish task to further my consumption of them, but I can’t help but be interested in the possibility.
There’s a chance that what we think of as a good game might be standing in the way of understanding how we can incorporate style and taste further into game design.