I think that in the instructions must be written only technical information.
Sooner or later you need to have at least one sentence about the content or core of the work you do. Or someone else does. Problem is, what will this sentence be.
You walk with her to the bench, in front of the chapel. You turn her around and let her sit down. She looks backwards to the bench when she is ready to sit. She sits.
When you are done, you walk with her back to the gate. And you both leave the graveyard to quit the game.
This also works because it's simply well written. The tone is direct, calm, modest yet precise and leaves space for me as a reader. It doesn't tell me what to think, it just tells me what happens. It isn't afraid of false understanding. Maybe the old lady wrote it. It tastes like the game.
I think that's the ideal. The Lake tries a similar description, but is it enough? People just don't expect something of this kind on an iPhone, let alone in an interactive medium ("but it's not changing!") and what follows is that I start interpreting my own work to make it easier to understand.
That's what the original question was about right? That a description for something new might need instruction, a how-to-read-correctly. Which turns the whole thing into education. But then I would destroy the joy of self-discovery, the user's own interpretation of it, it would become a mere illustration of what I'd write, it would die.