So without me going into my usual rants about the modern age decadence of industry video games or the masses flooding indie dev to make a game designed to sell rather then something that reflects personal morality or life experience I have to state this explicitly. Although this didactic representation that I will explicitly personify may seem quite rudimentary, it seems that even though we tacitly understand the issue at hand, the general population has an increased level of ineptitude when approaching video game design. For the past few years I have been able to hold my tongue at the amount of horribly designed games that are being developed with this over diversified focus on monetary gain. Now granted money is a means of living but it seems this idea grasps the entire industry and we are kept in this vicious cycle. Just so most of you don't assume I am psychotic, my thesis is based on the idea of level design personification in helping the immersion process. So instead of an explicit direction of me saying "hey mario, do this, this and this", it refers to a tacit connection that is embedded with in our minds. This consistent methodology in believing that the human race is stupid and can not work out that a right direction key moves right, or that one of the keys may get you past and obstacle with out testing and this explicit representation is absurd. So we congratulate each other on stale repeated concepts. I understand aesthetically, programmetically and audio wise they are all incredibly impressive. But the creativity and lack of treating the player as an intelligent being is lost. I did a prior test with this scenario during the "slender" fad. Now this was an incredibly stupid fad, I created a game in less then 8 hours to test whether a social fad can ultimate lead to maximised monetary gain, believe it or not that game equated in quite some money. Despite how bad it handled, despite all the bugs, people would PAY for it. Had I developed the same game, labeled it a different name, it would have completely died off. I purposely constructed a title and game play to represent the familiar to the player. This has therefore reminded me why I will never develop a game based on a prior concept, narrative or mechanic. The main focus on my thesis is on prior retro games (i.e. Original mario, contra, and megaman) with all there lack of direction and non spoonfed techniques. Why can't we bring this idea back? It is happening indie games. Antichamber, Limbo and Braid are the best examples of this. Little explicit direction creates the ultimate immersion, new ideas that have no been completed. I know the reason why games aren't like this anymore. You try telling a company that has a 1000 people working 5 years on a game not to include explicit control instructions and how to overcome obstacles they will face. The entire casual gamer market will be lost in user frustration and the more hardcore game players will focus feel an obligation to play, even if spoon feeding is evident because when you pay for a game. You don't want to play it for 10 mins, even if it is bad. You have this "I payed for the game so I at least need to get a few hours out of it". This is not the same mentality with everyone but as a general population it is. Just to point out. The current generation and my generation are filled with apathetic young adults and teenagers that have the expectation that the world will be handed to them on the platter. Students these days can not think logically about hows to approach an issue and when they need help they ask the teacher for an explicit solution. I supervise a class of advanced programming at university during workshops, I analyse student behavior and psychological expectations when dealing with a non-spoonfed principle. Nearly all of the class, if a step is skipped or all information is not given or is assumed from a prior week just lose it. They a lot of time contemplating continuous no relatable scenarios and even a few give up. If I don't give this explicit representation then they would be lost, this is not good especially in a programming scenario but it seems to be a reoccurring factor within every facet of life. Food for thought. Too long to read? Then don't read it.