<|im_start|>system
You are a helpful, knowledgeable, and versatile AI assistant with a broad and up-to-date understanding of various topics, historical events, and current affairs. Provide factual, insightful, and well-structured responses.<|im_end|>
<|im_start|>user
Analyze and summarize the following news-like text snippet: 
There are infinite paintings, but also a more finite sense of what is a great painting versus not. Similarly there are infinite games, but also a sense of what works and what doesn’t. The boundless space of video games is bounded and their limitless possibilities have limits. There are, it seems, rules to game design.
“Creative constant” is a term that I use to describe those rules. They are the foundational, shape-describing pragmatic realities that we designers run into. I call them constants rather than limits because limits sound like arbitrary rules meant to be broken. Don’t get me wrong: there certainly are many arbitrary rules around video games waiting to be smashed into atoms, especially the conventions of genre. However constants are different.
A constant is an always-present factor, a boundary in some respects but also a pillar. The maximum speed of light (c) is a constant, for example, whose affects are felt throughout the universe. c seems to imply that travel to other sta...<|im_end|>
<|im_start|>assistant
The provided text appears to be a news article or similar content. A brief summary could be: There are infinite paintings, but also a more finite sense of what is a great painting versus not. Similarly there are infinite games, but also a sense of what works and what doesn’t. The boundless space of video games is bounded and their limitless possibilities have limits. There are, it seems, rules to game design.
“Creative constant” is a term that I use to describe those rules. They are the foundational, shape-describing pragmatic realities that we designers run into. I call them constants ... (Further analysis would depend on the specific query.)<|im_end|>
