Games & engineering
Players find the paths you didn’t design
Rough outline
Begin with player behavior
- Add an actual example of an unexpected interaction or sequence
- Explain the assumption the behavior exposed
Examine the reachable states
- Compare intended flows with states the system actually permits
- Discuss timing, repeated inputs, and interactions between features
Use exploration as a testing method
- Vary sequences rather than only individual inputs
- Preserve surprising cases as reproducible tests
Carry the lesson into agents
- Consider tool combinations and action sequences outside the happy path
- Explain where autonomous behavior requires stronger boundaries than player interaction