I was thinking of Melville's Moby Dick, and the opening line: "Call me Ishmael". And I thought that when Melville wrote that, he had every reason to expect that it would impact his readers in a certain way, that they would understand and in some sense 'react' to those specific words, and that this understanding and reaction would colour their reading of the entire book in a significant way - i.e. in a way that Melville must've intended, since a writer very carefully considers the first line of his book.
In this case, and given that it was written in a time when most folks had at least a passing knowledge of the sacred texts, Melville would've expected that his readers would think: "Ishmael - Abraham's first son, but not via his marriage to Sarah (that son would be Isaac) but instead via Hagar; a fiery, troubled, trouble-making child who as a teenager was banished along with his mother by an angry Sarah out into the harsh desert, where he would live a hard (but long) life."
I thik it's safe to say that Melville hoped and was pretty sure that his readers would make all these connections right away, and that this connection would deepen and enrich their reading. But when we read Mody Dick today, I think few of us get any of that -- I certainly didn't as a young university student, and I imagine that I was pretty average in that regard. I can't even imagine now what I had "lost" and "didn't appreciate" then at my first reading, or how much deeper and more satisfying it would've been if I knew what Melville had expected his readers to know.
So: what cues and 'opening lines' do architects use, and use with the same expectations that Melville had? What do they expect us to know, and how do they think this knowledge will deepen/enrich our playing experience? Most importantly, do you think a architect can (as Melville had with me) assume too much knowledge on the part of his audience?
Peter