1. In his article "I Have No Words and I Must Design: Towards a Critical Vocabulary for Games", Greg Costikyan suggests that "the search for non-game interactive entertainment is wrong-headed, inspired by a failure to apprehend games and a foolish, reflexive response to what they represent, in our culture, at this point in time. Any form of 'interactive entertainment' that isn't a game must be non-interactive; or not entertainment; or pointless." Do you agree? Support your position with reference to specific works.-------------------------------------------------------------------------------------
Here, I reproduce Zimmerman and Costikyan's definitions of a game, which will prove useful in this discussion:
"A game is a voluntary interactive activity, in which one or more players follow rules that constrain their behavior, enacting an artificial conflict that ends in a quantifiable outcome."
"...An interactive structure of endogenous meaning that requires players to struggle towards a goal."
Games are naturally interactive, involving the user's actions to provoke a reaction from them and in turn the games output would affect the user's next chain of actions. Under Crawford's definition games definitely figure in interactivity: there is "a cyclic process in which two actors alternately listen, think, and speak.” He points out that participation does not mean interaction unless that participation is active and has influence over the other's outcome. In sum, the two actors need to be purposefully involved in all three stages. In games between people like chess, the players have to pay close attention to their opponent's movements (listening), actively reason how the last move affects them before making their own move (thinking and speaking). Manovich, Crawford and Costikyan all seem to put forward the idea that if something is computerized, or electronically powered, it automatically becomes interactive by nature. As in Crawford's example of opening and closing the fridge to induce a light to turn on or off, lower forms of interactivity exist even with household automated appliances. Computer games would represent achieving higher levels of interactivity.
So is there such a thing as non-game interactivity? We have contrasting views here: Scott McCloud and George Legrady certainly think that comics are interactive works where complex forces of time, motion, space and sound become subjective according to the reader's interpretation and the narrative trajectory is changed as a result of how he/she constructs meaning from viewing and assembling the panels. The proposition that interactivity is impossible outside the realm of games is also an insult to people crediting film montages to induce watchers to fill in meaningful gaps between the story. For sure, movies and comics are entertaining and purposeful to us, and introducing non-linearity into the narrative requires some effort from the reader/viewer to respond mentally rather than passively receiving the images (and sound in the case of movies).
The interactivity debate seems to centre around the module title: narrative and play(or gaming) are opposite ends of the pole, not independent of each other, neither are they mutually exclusive. When they meet there is a struggle between offering choice in interactivity and having a basic structured form remaining fixed. Games do better on the interactive side: there are goals and the players involved have to beat obstacles in the game to overcome it and win by achieving the goals despite being constrained by the rules and context of the game. When we consider movies and comics, the narrative structured form is the main form of entertainment, though the reader/watcher cannot direct the movie or move the sentences around the page a level of interactivity does exist for those who choose to immerse wholly into the narrative. The story becomes "alive" and the characters interact with them (in some films they actually know they are being watched, The Truman Show?). Although I do not disagree that games are interactive, it would be too severe a statement to dismiss all non-gaming media as non-interactive or "pointless" in my point of view. It really all depends on your frame of mind, as McCloud would say.