In the game design room of Installation Way, on the following morning, Clara observed games that were nothing like the games about people living in suburban clavers that her father designed. In her father's games, people's lives were examined daily and fixed or changed, so that "wrong thinking" became "right thinking" and "wrong living" became "right living".
She saw immediately that her never-spoken-in-Septemberclaver wish -- that the "wrong thinking" and "wrong living" people could be allowed to keep on doing what they were doing -- was from what she saw in the Installation Way games not only possible but desirable.