Not trying to make any big technical claims, I just want to acknowledge that there is a battle between games with user-tools that work quickly and are ‘labor saving’ and emotional experiences for users from cutscenes to series of steps or tasks that take multiple player actions.
I think it’s really important to see game design in the realm of all meaningful choices versus all choices in our awareness, AND all choices which are not meaningful.
It is not always clear in life what choices are meaningful in some gray area between what to choose to wear and how it affects people’s perception of us to something like how long to hold eye contact which may or may not have an impact. Infinite numbers of choices. A good game systematizes choices with meaningful impact so that there is win and lose and also learnable skills to apply.