1/ Eric brings up a great point. A quick thread.

Here's a picture of the Kresge Oval at MIT. See that diagonal line running across the oval? Let's talk about that. https://twitter.com/eric_lang/status/1296080135628771328
2/ When I attended, this was just a dirt path that got created because people walked this way so often.

We called them "nerd paths" - the implication being that the people using them were just so focused on getting to class or wherever that they couldn't follow the path.
3/ MIT always reseeded this area, roped it off, and otherwise tried to maintain the oval.

Ultimately they gave in and paved it.
4/ These are sometimes called "desire paths". At THE Ohio State University, there are a whole series of paths that were just created based on these natural walking patterns.

https://library.osu.edu/site/archives/2014/11/25/the-ovals-long-walk-has-paved-the-way-for-students-for-a-century/
5/ This is a great lesson for game designers. Very often your players make the same 'mistakes' over and over, and don't follow the paved paths you laid out.

You add more 'signs' in the form of icons, text size, placement, whatever - but they keep making that 'mistake'.
6/ EMBRACE THE MISTAKE. If the players think your game should work a certain way, then make it work that way. Lean into it, rather than fight against it.

Pave over your Nerd Paths. Make them a part of your design.

/END
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