Scenecraft is where a map stops being scenery and starts behaving like a game space.
In practice that means authoring the interactions that teach the player what matters:
- dialogue that frames story or choice
- event triggers that reward exploration
- shop or rest interactions that punctuate pacing
- movement logic that can surprise, guide, or pressure the player

Ichiloto's terminal presentation benefits from deliberate interaction design. Because the visuals are compact, every event carries proportionally more weight.