It is up to the user on how the take in the meaning of the content of the game. There are no cutscenes, everything is portrayed by gameplay, which makes the interpretation somewhat personal. This type of presentation also explores whether the player has any choice in what they are doing in the game, which can be liberating while also weirdly strict.
The gameplay is constantly changing with environmental effects to new enemies and weapons that they use. This keeps the player constantly learning and adjusting their playstyle in order to be successful.
While playing multiplayer modes there is a progression system where you can unlock new gear and weapons, though it feels a bit contrived and not that rewarding.
Users must make many choices in game that can result in many realistic consequences. Should the player take a gun out with them to scavenge, what if they run into enemies and didn't bring one? What if they brought the gun but now don't have room in their inventory to collect all the items needed to survive the next day?
Through using the use of sound/graphics as well as how pertinent it is to find supplies, going out into the world where almost all interactions are fraught with danger give a real sense of fear as to not get killed by the worlds survivors. Every sound or shadow moving makes for a world that should worry the player and then some.
While playing a huge role in the game the mechanics of crafting are not explained that well leaving the player to guess as to what they need to do, which can be frustrating.