
For instance, the tree image here produced the following description:
My secret hideout is a ring of beautifully-ornamented cubbies hanging in a pine stand. A doorway, engraved with territorial diagrams, opens out to a core room, overgrown with ivy.
…
The hideout is powered by a miniature steam boiler, rattling cheerily on a side platform, in a small cabinet.An observatory is on the left side. A high-powered telescope is set up by a smoky grey beanbag chair. An antique mechanical clock stands on a pile of blocks. A bookshelf of astronomy reference books stands to the side.
This isn’t in any meaningful sense a game: there aren’t any goals, scores, win/loss states, etc., and it’s hard even to see how one might project such things onto the structure.
It’s also not a story. I’ve often argued for the power of setting as a story-telling mechanism, and the significance of objects as conveyors of narrative, My Secret Hideout doesn’t entirely respond to that kind of treatment. The descriptions are too flexible, the whole output too mutable and dreamlike. While it’s possible to make up theories about why the narrator built this particular hideout and what it all means, there’s too little control over content — or opportunity to select and label favorite content yourself — to encourage that mode of thinking for very long (I found, anyway).
To the extent it is a toy, the toy-nature is about figuring out how it does what it does and how much agency you can reasonably exercise over the output. As you may want to work that out for yourself, the rest of the discussion might be considered moderately spoilery, hence the cut.
And then I’ll talk about what I think it is, and to what extent it’s good at being that thing.

