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<section><span class="post-quote"><a class="post-backlink" href="#114">>>114</a></span>
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When we think about single-player games, it can be useful to picture the interactivity which occurs between the player and the computer. The player feeds the computer inputs, by moving some body part, while the computer feeds the player outputs in the form of audio-visual information. These two types of communication form a feedback loop, which can provide innate enjoyment all by itself. That said, the surface level of the feedback loop is clearly not the purpose of the game, otherwise it could be automated with a mechanical button-presser.
A player's job is not merely to provide inputs, and enjoyment is not merely derived from seeing those inputs registered on screen. Instead, it might be more useful to say that a player brings their "desires" into the feedback loop. Inputs are a means to those desires. The jump button is pushed in time to avoid a fall. The attack button is pushed in order to destroy an enemy. Naturally, players need a reason to take any action at all, and therefore "motivation" is what the game provides: pitfalls appear to provoke a jump; enemies appear to provoke an attack. Of course, a pair of words will never truly sum up this complex interaction, but "desire" and "motivation" seem like a reasonable enough summary. Generally speaking, the fundamental "input-output" loop is how it feels to watch someone else play a game, whereas the "desire-motivation" loop is how it feels to actually play a game.
Generally speaking, programmers concern themselves with the input-output loop, whereas game designers care more about the desire-motivation loop. The latter loop is built on top of the former, so even for game designers, it's vital to remember that information can only flow through the provided channels. All of the internal game data is ultimately conveyed via different wavelengths of light and sound, which are then reconstructed in the player's mind. A player sees a miniature world because they're capable of interpreting audio-visual cues correctly. Without that interpretive ability, the outputs seem meaningless. If that sounds outlandish, just picture an animal, alien, or artificial intelligence staring at a game designed for human consumption. It's not hard to imagine them being perplexed by the display.
Supposing it one day becomes possible to connect players more DIRECTLY to games, it might be the case that audio-visual communication is no longer necessary. Hypothetically, a game might send signals which directly stimulate a player's mind in such a way as to cause certain perceptions, bypassing any need for interpretation. Taking this a step further, the game might even force players to adopt certain desires or behaviors. For example, a score attack game could have a toggle which forces the player to believe that scoring is the most important goal. Whether such technology ever becomes possible or not, it clarifies the concept of "interactivity". Even if a merger only happened temporarily, for that period of time, it would no longer be possible to draw a meaningful distinction between the player and the game. Setting aside any worrying implications of such technology, this could be a very enjoyable "activity", but it would cease to be "INTER-activity".</section>