As we look to the future of interaction, we have to consider the eventual realization of so-called virtual reality, virtual environments like Second Life, and game worlds, where innovations in visualization, simulation and visual entertainment combine to create screen-based realms that offer their own rich brand of immersion. In these environments, interactivity is driven by real-time responsiveness and, in the finest examples, reward systems that encourage innovation and creativity.
Game designer Will Wright is an important figure in the game world. As the creator of The Sims games, he has successfully leveraged the technology to create “toys” that teach, entertain and inspire. Lately, he has been working on a new game that allows players to create working models of the universe, taking the “doll house” concept of Sims to cosmic levels. Watch this video about this new project, called “Spore,” and pay special attention to Wright’s views of the power of games as teaching tools.
Then post a response to the video here, explaining how interactivity sits at the heart of Wright’s and other game designer’s’ creations. How does this level of interactivity define these game experiences? Could these kinds of experiences existed ten, or even five, years ago? Where do you see this all going?
Here’s the video.