There are no weapons, no items, and no skill-trees. All that exists is you and the world.
We would like to challenge this assumption.
Our basic goal with this game is two-fold. First, we want to deliver a meaningful message using what is currently the best combination of media available (i.e, a game). Second, we want to take the elements of what make this medium great and highlight those that are often ignored. That is to say, while interactivity is generally praised over visual, audio, and conceptual aesthetics, we plan to minimize interactive complexity (gameplay) and maximize aesthetics to prove this point: any part of what makes a game a game can be the focus, as long as that element is of substantial quality, and as long as the other elements that support it are not nonexistent, but rather are just what they need to be to help the highlighted element stand out further. Thus, for our game, gameplay is simply a vessel that helps users immerse themselves in the world. It is not the focus. Story is our focus here.
This does bring into question the usage of the word “game.” If we do not subscribe to the denotative definition of the word, then it is sufficed to say that the word means something different than it did twenty or so years ago. “Game” now describes a genre of media. It is essentially synonymous with “interactive media.” However, if you insist on adhering to the denotative definition of the word, then we would suggest that the “object” of the game is to understand the world. This world is not presented to you in a linear and digestible format. You will need to process it. You'll need to play through the game over and over taking different pathways and discovering different parts of the environment to understand what is going on. So, in that sense, you are a player whose task is to understand.