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Chris Crawford on Game Design by Chris Crawford

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How Do We Measure Interactivity?

What, precisely, do we mean when we talk about “high” interactivity and “low” interactivity? Is an intense, fast-paced action game more interactive than a complex, slow-moving strategy game? I don't think so. We need merely hearken back to my standard example of interactivity: a conversation. What makes a conversation more or less interactive? Certainly it's not the speed with which the interlocutors speak. To achieve high conversational interactivity, each person must perform high-quality listening, high-quality thinking, and high-quality speaking. For an intense conversation, you must really listen to the other person, really hear what they're saying. You must think carefully about what they said, gauging their ...

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