Tynan Sylvester, creator of RimWorld, offers a provocative alternative to the standard view of game design as a process of invention. Drawing on Borges’ Library of Babel – a universe-sized library containing every possible 410-page book – he imagines a “Library of Play” where every possible game design already exists as a latent possibility. The designer’s job is not to create but to navigate: to search this hyper-dimensional space of potential games and find designs that work. The search is guided by a “design landscape” where similar games cluster together, height represents how well a design fulfills its goals, and thick fog obscures everything beyond arm’s reach. The only instrument available is a slow, imprecise altimeter – playtesting. This framing inverts the usual creative narrative: breakthroughs like Minecraft (a “great leap” from Dwarf Fortress) and polished releases (patient “hill-climbing” up a local peak) become different traversal strategies on the same terrain, each with its own risks and rewards. The essay concludes that the core skill of a designer is not generating ideas but knowing how to move through the landscape: when to climb carefully, when to jump blind, and how to read the shape of the ground beneath your feet.