How to act—whether to become someone who holds onto their principles in a warzone or to become a Night Living Yama—was entirely up to the player to decide.
Of course, they also had to bear the consequences themselves.
This was the brilliance of the game's expression. It didn't just shove its ideas in the player's face; it used interaction.
The player's actions led to different outcomes, allowing the immersed player to think for themselves without being lectured.
The greatest thing about interaction is how it creates a sense of identification.
Because players are controlling their own characters, they naturally feel a greater sense of immersion than they would from just text or images, and they more easily think from the character's perspective.
After much thought, Zog ultimately chose *This War of Mine*.
A siege war was a better fit for the current situation of the Augustine City State.
And compared to *Braveheart: World War*, this game had more replayability.
