WYMHM: "environment interaction and avatar control are things we’ve unconsciously trained ourselves to look out for."

Games that create interesting, properly interactive worlds are special. Games don’t even have to be incredibly “interactive” to convince gamers that this world is exactly the kind of world that the player’s avatar would move through, in this kind of story and this kind of game.

Many is the game that that forgets this rule and takes one kind of story and world and plugs the worst possibly matched gameplay and interface into that world.