'Incidental interactions'

a discussion about the formal status of things in games which you don't really have to do but do anyway, because it's fun, or because you want to


  1. This I want to strongly emphasise: when I say 'incidental interactions', I definitely don't mean they're actually incidental or irrelevant to the player, the player's experience, or the 'meaning' of the game. And obviously their use ranges far outside 'little bits along the edges of the REAL game'. A lot of Twine games have this kind of interaction, regularly and at their centre: choices which exist for you and themselves, not to feed a state machine. the player exploring the surface and body of a system and using unnecessary interactions as expression or therapy
  2. Meanwhile, in a parallel but related conversation
  3. Proteus developer Ed Key (in a sense, an incidental game!?)  responding to @qwallath
  4. Cart Life developer Richard Hofmeier weighs in: