Am I feeling pulled in the direction of a megathesis about simulation, repetition, and representation? Because I should resist that if I am. Create the Game, not the Player Adventure, like fun, is a thing that can not be described in technical terms. In film and game alike, successful adventuring never comes down to a formula. Yet each success is followed by a flurry of measured imitation, carefully hybridizing genres to create a mathematically perfect blend. So-called "exploration-based" video games, the bastard children of GTA3 and Assassin's Creed, all feature familiar maps full of letters and symbols, their menus straining with checklists, carefully curating which copy-and-paste structures the player should explore next. They inspire us to complete, not discover. When I first played Assassin's Creed I was hooked. I stayed up all night, my roommate waking to find me still on the couch and the game's HUD burned into his television. Its movement system was like nothing I'd ever played, and its cities brought me back to the fun I had as Mario scaling the towers of Delfino Plaza. My favorite task was finding new lookout points, since at the time it felt so basic and free to just pick a spot on the map and try to go there. Doing this unlocked several less interesting tasks. Even in later games in the series I felt that the missions and other "content" paled in comparison to just wandering the city, going from point to point, the city's architecture engaging as an environment instead of as button inputs. A similar thing happened in GTA3, when I decided to get all of the hidden packages. I wanted all the free weapons in my hideouts, but in the end even though I had used a guide the real joy was looking behind everything and learning all the little nooks and crannies in the game's city. The hidden alleyways and police bribes that I learned about were ultimately far more useful than any of the guns, because GTA3 was the last (probably only) game in its series to really be about City. The trajectory of Assassin's Creed, where it caught the ball GTA dropped only to spike it into the bottom of the ocean, makes a lot of sense in this context: these games succeed when they establish their environments as interesting places, then fail when they abandon the city for the open world. Now every game has GTA's mission structure, AC's viewpoint system, and Just Cause 2's uselessly gigantic game world. Each feature, while sensible in its original implementation, can only highlight the nihilism of modern game design when divorced from the essential inspirations that made them work. So we have Arkham, we have Far Cry, we have Black Flag and Watch_Dogs and Shadow of Mordor---myriad implementations of the same flowchart but with different art assets, so that gamers can endlessly stim until all bars reach 100% and the adventure is, to the player's relief, at last complete. Achievements as game design taught us a lesson: that games had the power to reduce humans to Skinnerian puppets, rats in an exquisite maze. All kinds of work were suddenly being "gameified"---crude numerizations of productive activity being rewarded with nothing but the release of anxiety one feels upon finishing. With the right push, a workforce could be encouraged to abuse itself almost as much as their employers would. This trend seems to have backwashed into actual games, turning them into the same simulations of work that our jobs have become. Game players, as well as their developers, are victims of the same dehumanizing methodology. Part of the reason for this is the pigeonholing effect of focus marketing. "Too big to fail" game projects must explicitly target the coveted straight-white-douchebag demographic, coiling themselves seductively around the prosopopoeia their marketing teams convinced a generation of men to resemble. Whatever the project started out as, whatever vision the developers had, must gradually give way to the leveling-down brought on by this process. The result is a game world where every landscape, every character, every foe has been laid out to please Cody. The environment reaches out to him, meeting every expectation halfway. To do otherwise risks an experience outside sales expectations. What adventure is possible within this model? Unsealing an ancient tomb or leaving the big city for the first glimpse of the countryside should reveal a place that belongs to itself, brimming with potentials that did not include you until now. Locations where the player can collaborate with the game world are a thing of the past, and the motifs of advisable game design govern paths that briefly occult their linearity, neatly belching us back at the entrance once the three-phase boss has elapsed. Like Jorge Luis Borges's map from "On Exactitude in Science", the flowchart of boss and dungeon design circumscribes our games so neatly that there is no longer any point in looking underneath. Shigeru Miyamoto once made a game about being a kid and playing in the forest; he did a good enough job that a generation of children no longer needed to play in the forest to have an adventure because they could play his. Is it possible that today's games are repeating this same cycle, making a game about what it was like to play Zelda? Through how many layers of imitation can a single idea perdure? It is no longer possible to disturb, to interrupt, to uncover, when all we are doing is re-revealing an adventure that has already been had. In the end, all that remains is the skeleton, the formula. If there is meaning to be found, where will it come from if not us?