I was spurred to use this metaphore because you used hard as-if a per-case thing... and while symphonies are hard they are an intellectual puzzle and perhaps an approach not entirely dissimilar to games in abstract
[rant mode/]
I think that is a very good viewpoint. But furthermore, if you choose to view it as a
hard problem rather than just hard work it may become easier when you find ways of doing it. An ideal game is like a the ideal symphony - not a single not can be removed or added. But I think we are far from this stage of development. We are still making folk music, so to speak.
This is a good rant, though. It very much confirms my feelings and inspires me to see the next game for what it is, a big challenge.
(...) try and shape the guidance mechanics depending on the situation. This way I can instead focus on what it is I want to convey and then design the virtual in a way to achieve this (...)
I'm kind of obsessing lately over the concept of simulation as a further extension of figurative painting and cinema. I'm working on a blog post about the two different kinds of rules in games: the rules that serve the simulation and the rules that are part of the game. And I want to make a case in favor of the former and against the latter. Because the former serve the simulation and the make-belief experience, while the latter destroy it.
Very interesting, I am very much looking forward to that. It does sound like there is a mild danger you may put everything which 'feels natural' in 'simulation', however... the rules of football are evidently part of the game but also are 'non-negotiable' and become transparent to the point where one just behaves like that. The mind optimizes the question of realness away, or in social thought, rules becoming transparent is the essence of a game's half-realness.
But in Callois' terms, if you are speaking about agôn games, transparent rules that govern your success in achieving goals mean a very 'thin' interactive space (to speak with Harpold), which is benificiary. If your goal is memesis then that rules are consequent in simulative terms rather than agôn-favouring terms is more important. But that induces a thicker space for goal-achievement.
Perhaps that is part of the problem as well (reflecting back to positive and negative freedom); the moment a person wishes to achieve a goal in a negative freedom space he starts playing the
rules rather than the game. It is the problem in law of drivers trying
not to get caught rather than
obey the law because to them the former is more beneficial (all the advantages of breaking the law).
It does mesh quite well with one of the points of notgames, then, of course, that of having no implicit goals. But perhaps it is important to note whether you as a designer are responsible for making me not play the rules or whether I as a player should, like when reading a novel, know how to behave.
I don't think I've ever seen that in a game: the ability of the avatar to express the feelings of the player about the game. Maybe it's a bit like asking for a clue in casual puzzle games. But then embedded in the simulation: the things the character does when they get bored or confused could be different depending on the personality of character in the fiction, and even of the situation in the story.
I strongly believe in giving the player this kind of agency in a virtual world. I think one of the best features of Grand Theft Auto is honking!

Interesting. You could structure that by making a game-in-a-game. You and an AI (with whom you have a tie so strong that you do not perceive him as a game) 'play' a game together which you
do allow the player to think of as a game.