What is the top layer you're referring to?
I mean the aspect of the game that you are consciously engaging with. The part that you remember.
And also, how could interaction on the reptile level improve the experience, do you have any ideas?
Addiction, I guess. Give gamers that thing that they crave so much. But bury it so deep in the design that they're almost not aware of getting it.
I get the feeling that what you're getting at isn't how gameplay can make something more meaningful as such (mirroring the themes of the "story" to be more resonant), but something different.
I think we can all figure out how to make gameplay more expressive. The problem I have seen is that when we do this, we lose a big chunk of our audience. I used to think that this was because our work was not conventional enough and thus the gap could not be bridged. But now I'm not so sure. I think gamers are above average in terms of intelligence. I think they like things that are unexpected and even weird. They're just addicted to this gameplay thing. They can't function without it. And I'm thinking perhaps there is away to put this in a game that is not disruptive of the actual content.