Thanks for the warm welcomes

@Michaël:
It's interesting to me that you view Passage as a "border case." Can you expand a bit more on what you mean there? It seems to me that you're saying it's a "border case" of a notgame... because it's not enough like a game?? Or rather, because it "perverts" the medium of games (in the style of found object art), and is thus more "about" games than it is about its cover themes of life and death. Am I reading you right, there? If so, I would have to contest. Passage doesn't seem "broken" at all to me, nor do I feel that it is about perverting the medium of games. To me, it is a short interactive experience that is simply
not concerned with being a game... ie, an exemplary notgame. It seems to me that people read it as a sort of "found object" / "commentary on games as a medium" simply because it is so
unconcernedwith gameplay... not because it is
pervertinggameplay.
I haven't played Train, but I have read up on it, and that seems like it might be a better example of a "perverting" / deconstructing kind of game that is as much about the expectations of gameplay as it is about death camps. A game that I think fits really well in this category is SCMRPG: a work that is indeed filled with traditional gameplay components, and expectations, but whose entire existence and message is based on the undermining of those rules and expectations... a sort of "anti-game" more than a notgame. Other examples would be the Karoshi games, or the
bunnies game I made a little while back. Those games are all "found object-like", in that they are about the idea of gameplay as much as they are about Columbine, Suicide, or Genocide, respectively. Passage, on the other hand, is, to me, a pure memento mori.
Maybe I'm reading you all wrong here. Or maybe we just had different experiences with Passage (quite likely). In any case, I'm keen to hear more about what you think on this.