I’ve been thinking about this point you mentioned for such a long time that I just couldn’t hold back and had to reach out to ask you about it again! I believe what you said strikes at the very core: granting players agency is, in a way, like "truly crafting a living set of rules". Take Minecraft or the game of Go as examples—they let players make choices that directly reshape the world they inhabit. It sounds easy in theory, but I haven’t yet figured out how to translate this concept into concrete, playable reality.
What strikes me about this game is that even though the controls seem incredibly simple on the surface, you’ve integrated player autonomy into the experience so seamlessly. If you’re willing, could you share what your team was thinking during development, and specifically how you grounded and implemented this kind of "autonomous, creative agency" within this game? Thank you so muchQWQ!