Interesting idea you have there.
Quote:
I want to intensify the identification and raise the value of social simulations within an intuitiv gameplay! To raise the value of social simulations, I have to increase the number of options within interactions without making the controls complicating.
It's important to keep every step of this interesting, every choice equally interesting otherwise such an option would never be choosen over others. It's tricky in practise, because as soon as one step turns out to be boring, the interest will be gone instantly and hard to get back. Making it too complex will make things boring, but if it's too simple it can become boring just as well.
The example you give with the kid and the fence is a great example in my opinion. The player get's the idea that his/her pressence makes a difference and actually has effects. That's very important. Having a goal in a game is one thing, but making the player feel like they are needed or are able to influence what's happening is even more important.
So far good points,
Cheers