The document discusses indirect control in game design, which refers to techniques used to guide players through a game without them realizing, including setting up challenges and feedback. It notes the designer's goal is to anticipate player decisions and provide satisfying responses. Indirect control methods establish implicit or explicit goals, use interfaces, visual cues, and non-visual feedback to teach and challenge players in a balanced way so they do not feel lost or frustrated. Direct control breaks immersion and should be avoided.