This is an essay I wrote a couple of years ago for the Game Design course I'm attending at Brunel University.
Windosill is a short game released in 2009 through digital distribution channels by web-artist and painter Patrick Smith (usually known as Vectorpark). Windosill's aim is to inspire in the player a child-like wonder and sense of discovery (Smith, 2009), presenting him with an interactive world made by a series of rooms that can be progressed by resolving very simple point-and-click puzzles. However, those puzzle, while being the core element of the "gameplay", are not Windosill's main interactive focus. In fact the game is much more oriented on immersing the player in its abstract world. This aim is reflected by the puzzle design that, if on one hand is very simplistic, on the other forces the player to explore the environments and to interact with every element that he can see, since the abstract nature of the game makes it practically impossible to quickly resolve the puzzles on the first try. The absence of the need for complex reasoning is also another element that helps the player focusing on enjoying the world and the experience (Juul, 2007).