Though I've not yet gone into a proper research trajectory towards designs. It will come down to generalizations of the patterns found in the following things:
- In broad terms how this game should initially feel: It looks like you're playing something like Minecraft. You might not even realize it can be used as a tool. Then suddenly comes the realization that it can be used to do/create *anything*.
- It should be seamless, you shouldn't even notice that certain things you're doing could be interpreted as science, ..., engineering. The moment you realize you can, you can tap into that more.
- The constraining aspects of the game are not necessarily item collection in the usual game sense: Certain kinds of copying are incredibly easy. The limiting factor is finding a particular kind of resource, or what it can be used for.
- There must be some sense of stability in the interface. Though many interesting things will probably be more visually unstable.
- Anything that's generated, ..., created, which is accessible, not forgotten and understandable can be visited as a location. This for example includes whatever intro-screen it is that the game has. It can be changed.
- A big challenge is probably ignoring an existing generated world and instantiating new generation on that same location. Superposed, portalled through, ..., forked.
- There's something entirely problematic about certain types of convenient solutions. An example of this may be the interface that is the cursor on your computer screen you are familiar with. Though easy to generalize as an interface to any kind of website or application, it heavily steers towards a particular kind of interface which directly goes against what this project is trying to accomplish.
Similarly, there's something quite unsatisfying about the keyboard too, though it probably scales better. Its functionality is usually hidden and not easily visualized. It's even harder to ask the question of finding out what possible things you can do with it, let alone to adapt to it yourself: that's hard. A more general pattern along those lines is probably something like this: Once something seemingly convenient is found, it is seriously hard to explore and steer away from that.
Enter more interesting tactile interfaces.