We need to change our definition of interactivity
Briefly

In a recent interview, Sam Barlow and Justin McElroy discuss the unique intimacy of Full Motion Video (FMV) games, particularly highlighting the evolution of this genre from its early days. They emphasize that success in FMV lies in focusing on gameplay mechanics rather than simply layering video onto existing game frameworks. Barlow expresses his initial doubts about using fixed video in a medium centered on simulation but reveals that this approach can create engaging experiences, contrasting with industries that still rely heavily on traditional gameplay structures.
Early on, a lot of FMV was undone by people who made video games wanting to make movies instead. I think there was a legitimacy they were going for there.
I think at some point it is terrifying because you're like, Wait a minute, isn't this the stupidest idea? We're taking this medium that ostensibly is about simulation; it's 'what can we program and simulate in a computer?' And then you're building that out of something that is entirely fixed.
Read at Polygon
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