> Well, one of the core measures of a well-designed game (for a given player) is the felt experience of immersion, or flow. Specifically, an immersive game should hold the player in the flow channel at all times. In life, that's not the case. We sometimes choose to do things that are frustrating or boring, because they must be done. Because they're worth doing. Not everything needs to be entertainment. > Instead, I w…
Could you please clarify what you mean by this? If there is no communication in either direction, in what way does one life affect the next?