How VR headsets track movement and create a sense of presence, why some players feel discomfort, and how virtual reality changes game design, with no invented figures.
How games position sound around the listener to suggest direction and distance, from stereo panning to surround and headphone processing, and its limits.
How sound effects, positional audio and silence guide attention and feeling in games, and how to think about claims on sound's effect without invented numbers.
How games tell stories through branching choices, environmental storytelling and cutscenes, and why the interactive form changes narrative, with no invented statistics.