At the highest context the only true positive liberty of the player is to choose to play or not
I think this level is very essential and should not be overlooked. We shouldn't assume that people will just make the switch and believe our game world and then simply interpret it on its own terms. Then, indeed, you run very quickly into ideas of being able or not to do something, being forbidden, or things that seem to be missing.
But if we can somehow create a stronger bond with the player beforehand, and agree that they should just accept the game world as it is and work
with it rather than against it, we can both get a lot further. There's a whole range of gradations between playing and not playing. And there's a whole range of gradations
beyond the decision to play,
within the act of playing.
I've always felt that it's smarter (and easier, and more appropriate to the interactive medium) to focus on the
willingness to suspend disbelief than on attempting to create a clever illusion. This is a kind of meta-game you play with the player. An invitation in a way, an invitation to play (in the sense of make-belief).
This is why the answer to the question "Why is there no chat in The Endless Forest?" is "Because deer don't talk." Deer don't dance either, and they certainly don't roll on the floor laughing (which they
can do in The Endless Forest), but I have never heard a player use this as an argument in favor of adding chat to the game.
There's definitely a strong element of immersion in playing videogames. But there's no need to make this immersion total. If only because there's a lot of pleasure for a player to realize that they are playing. Like looking at a painting is augmented by the fact that you are standing in an ancient museum, wearing nice clothes, looking at the original canvas, etc. Trying to deny the artificiality of the fictional world we create in our games, only leads to players realizing that their freedom is limited (which in and of itself, is in fact a result of the player realizing that the game is artificial, since, in general, games allow for
more freedom than their real lives). If our games can become part of the player's world, then they suddenly become 100% positive freedom: an addition, an enrichment.