Make an experience accessible without impoverishing it
A game can be difficult to practice for many reasons: rules, preparation, improvisation, prior knowledge, coordination, confidence.
The most direct response is often to remove things.
But removing what demands work can also remove what made the experience interesting in the first place.
The recurring question in Resonance is therefore:
How can an experience become more accessible without reducing the complexity we were trying to make playable?
This question led in particular to distinguishing simplicity, complication, and complexity, then to looking more closely at where burden moves.
It also crosses several experiments: Regard, Scooby-Doo, Glorantha Perspectives, and Unmind do not try to make the same things accessible, nor in the same way.
The sentence that still serves as a compass is:
Do not simplify the world. Simplify the way into it.
It remains a direction for work, not an answer.