Gamasutra - The Cabal: Valve’s Design Process For Creating Half-Life
"experiential density" — the amount of "things" that happen to and are done by the player per unit of time and area of a map. Our goal was that, once active, the player never had to wait too long before the next stimulus, be it monster, special effect, plot point, action sequence, and so on. player acknowledgment. This means that the game world must acknowledge players every time they perform an action.