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After describing the five rules, it was brought up that I've made five different games and that I should reduce the five points to one game. Also, there is an issue of scale that I need to address. I addressed the minute pieces of the building but also the entire building as a fragment (House of Loreto). I have to intensify which part I want to deal with. Another great criticism was "does this game have rules?" For some reason I was quite reluctant to use the word rule because of its restrictive connotation, in favour of points. But, without rules, there's no game. I should look at games which imply a real life metaphor, like in Monopoly which is a game of capitalism, and Risk which is a game of aggressive world domination. So, what is it that my game talks about? After a lengthy discussion of the game, another point that I should consider the game as having unspoken rules. I'm quite interested in this aspect, where the rules have to be discovered. In Peter Zumthor's baths in Switzerland, five rooms contain experiences for the five senses, but at no point does it say on a sign or manual that this is the case. The way the space is designed, you figure out the game -- talking at a certain level makes your voice carry, or the design of a railing encourages you to reach out to a fountain of hot/cold water. Recommended I imply my rules through drawing or model.