Low-Interactivity Entertainment Designs
Let me now turn to low-interactivity products. They have a dismal history. Low-interactivity entertainment is not a new idea. In the first big boom of computer games, from 1981 to 1984, a number of low-interactivity games were attempted. One of these was Alien Gardens, published by Epyx. You were a kind of alien bee flitting through a garden of alien flowers, trying to pollenize them. It was a very low-key game, definitely low in the interactivity department. All you could do was buzz around and, every now and then, try to touch a flower, which might kill you or reward you. Unfortunately, the difference between flowers was arbitrary. The game made no sense and ranks as one of the great turkeys of computer ...
Get Chris Crawford on Game Design now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.