Do you have a reason for this? [...]
This is of course a fuzzy line here and one could question how universal drawers and such things are. But I think that opening stuff is a basic sort of interaction and exploring hidden spaces is a kind of human instinct. Just see how children tend to pull out any drawer and open any door that they find. Who knows what goodies that are hidden?
As for how it works in our game, the idea is kind of that player could (if they wanted) only examine drawers that are at interesting places. For example, if found in a work worm, it seems more plausible that the drawers will contain interesting things, than drawers in a hallway. Right now we have spammed items everywhere just to reward whenever the player takes time to examine the environment more closely.
I have managed to get my father to play the game, and he seems to be doing fine so far
What I meant with world knowledge was mostly specific facts or practices that might be common in the real world. For example, if that player had to do a
thumbs-up-movement in order to get a ride, I would consider that bad design unless the game world had somehow stated this fact. The same would be true for an action that required the mixing of chemicals without stating a formula in the game (for example assuming that all knows HCl is an acid).
an the player challenge the game once in a while? And could the game be required to use its abilities to meet the player's challenge? Can a game be "in the zone"?
I really like questions like this and I really think your analog of the game as something living and emotional as really good and helpful. It might be that I am somewhat of a sci-fi junkey, but I do not see that too far fetched that killing enemies in games might eventually even become a moral issue. Do not wanna go off-topic about that now though
How would one go about challenging a game (given our current technology)? I think think the first step is having some kind of adaptive element in the game (which could perhaps be quite simple) that would try and keep the experienced focused on certain things. The challenge would then be that when the player chose to interact, the game would have to adapt itself and make sure the focus was intact. There could be a sort of exchange in this manner.
I do not think it is all that far from how some IF games work. Since you can type whatever you like, when ever you do an interaction it does not feel like pressing buttons (even though that is essentially what you are doing), but rather rather an action of "free will". Then when you try out crazy stuff and the game is able to respond, it gives me a sort of warm fuzzy feeling, almost like the game met my challenge and is playing
with me. Also note that IF games are very close to a conversatiion (as you essentially "talk" to an interpreter). One example game would be Lost Pig. It is a really charming and cute game and allows for some really funny interaction. It can be played online here:
http://jayisgames.com/games/ifiction/game/lostpig?game=lostpig