Tuesday, April 18, 2006

In search of interactivity

For the players, "games are not just entertainment but a vehicle for self-expression..."

For the games design industry, this level of interactivity and individualisation is the new holy grail, according to Will Wright, the designer of one of the world's most successful games, The Sims.

Giving audiences or customers something to create is one of the most valuable possible experiences.

Today’s games remain almost exclusively oriented around physical action.

Most notably, games are unable to convincingly address many of the topics and themes of human relationships, thereby limiting both their mass market appeal and potential cultural value.

In effect, game designs are restricted in their subject matter because players cannot yet speak in natural language to the game. Language would offer players a far greater range of expression than physical action alone; language is of course the primary way we communicate with one another in real life. Language allows us to talk about ideas and express attitudes and emotions – key requirements for interactive experiences focused on human relationships, currently the domain of drama and literature.

At the same time, we know that narrative structures (stories) have historically
been an extremely successful way of representing human relationships.

* source: http://www.lcc.gatech.edu/%7Emateas/publications/MateasSternGDC03.pdf

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