Recently a friend mentioned that, when a novel grips him to the point that its world is the last thing he visits at night and the first thing he looks for in the morning, there needs to cooling off period when it’s finished.

This break acts as a kind of unwinding; a time to let the pressure and intensity of living in two different places at once dissipate, a time during which the thought of starting a new book is nauseating.

Climb into a story and the first thing you must do is acclimatise to its setting, tone, characters and rules. As such it’s only natural that when you eventually leave its boundaries there needs to be decompression.

This need for space between stories is something common to videogames. In games not only does a player (usually) have to get acclimatised to setting, tone, plot and ideas but also to a slew of invisible systems, those rules that govern the player’s engagement with the world.

Sink any amount of time into a videogame and you’re learning skills not only in the abstract space of your mind but also motor skills to link muscle inputs to on-screen outputs. You build an interactive vocabulary. Move too quickly from one game to the next and you’ll trip up, like a multilinguist moving too fast from one country to another, mixing-up their vocabularies in transit.

It’s something I’ve felt this weekend when moving from Fable 2 to Fallout 3. I completed the former at the start of the weekend and moved from Albion straight into Fallout’s post-apocalyptic America. The switch of setting from pastoral, fantasy land to barren, rubble strewn nuclear wasteland was jarring but that was nothing to the jolt of having to settle into to different ways of interacting with the world.

Two hours later I was back in Albion, a place where I was literally a king, mopping up post-completion bonus missions happy in comfortable, familiar interactive surroundings where the Y-button draws a rifle, not a jump, and the B-button summons a spell, not a Pip-boy.

As Raph Koster has long argued, what makes videogames so engaging is the human mind’s love of learning and mastering new systems. So the problem wasn’t that I’m averse to moving into new worlds and learning their rules, just that I hadn’t properly decompressed from one before moving into the next.

I’m forbidden from saying anything about Fallout 3 (I’ve been reviewing games for a few years now and I’ve never had such a stringent NDA in place this close to a game’s release) but it wouldn’t be crossing a line to say that the game’s a million miles away from a stinker. Still, if you’re knee deep in Fable 2 and planning to pick up Fallout this coming Friday then my advice is to play something palate-cleansing in between, something far, far away from role-playing in all its various contemporary forms, something a bit like /Karoshi Suicide Salaryman perhaps.

Most convoluted Flash game link ever.