<aside> 💡 Make crossing the room a challenge.
</aside>
Imagine navigating an empty level with nothing but items to collect. No enemies or hazards. That would form a peaceful story and trajectory.
How can that story be mixed up?
Or before that, exactly what needs mixing up?
It’s the player’s behavior that needs mixing up. That smooth trajectory needs to have more noise
Referencing First Person Language, some behaviors which can be adjusted are: