But we were having trouble teaching people how to play. So, as a first pass, we had a very mainstream, traditional way of doing that. We gave players a series of escalating tasks. Go find some food. When you did that, it would say “Go befriend a pig,” and so on and so forth as a teaching mechanism.
What we found was that, before we put that in, some people were confused because there were a lot of legitimately confusing things about the interface. But after we put it in, people would, like robots, just do the task. They would do nothing but complete them. They wouldn’t explore, they wouldn’t use their mind to think about what they could do, they’d just do what they were told.