Wouldn’t it be better if those who played well enough and morally enough could figure out how to reroute the factory’s output? The simulation, Sam felt, was incomplete, and thus, not fully satisfying. The simulation was incomplete because it didn’t have a call to action. The only feeling a player could have at the end of Sadie’s game was nihilism. Sam fully got what she was trying to do, but he also believed that she would have to do more if she were to make games that people loved, not just games that people admired.