Developed by Frank L. Silva, Interaction Isn’t Explicit is a game that aims to break down the common mechanics in modern gaming. It takes systems and interaction options from multiple games and puts their use in context.
To review this game would be almost impossible, as that’s not exactly what I’d call it. It’s an avante gard art piece with a message, and a great one at that. It begs the question: what is interaction in video games?
Exploring the Intangible
As you progress in Interaction Isn’t Explicit, you face different examples of the complexities of the systems within different games. It goes back and forth with its titular “explicit interaction”, or “interaction that’s limited to context”. You’re given explanations as to why these ways of interacting exist and what that means for the player.
Through this, you learn more about why some games feel perfect with little interaction or rough with nearly complete freedom. There’s really not a lot that I can say here without spoiling the experience. But what I can say is that this work of art will really help you understand what makes a game what it is.
It also shows how others can benefit from tweaking a system to fit a game’s universe and goals. It may surprise you how the most subtle of differences can make or break a game. If a game has ever felt “off” but you’re unsure why, this title may give you the answers you need.
Monochrome Aesthetics
From an aesthetic standpoint, Interaction Isn’t Explicit stands out entirely. Its presentation honestly leaves me awestruck. The black and white world still has enough care and detail to be a feast for the eyes, and the exploration of mechanics keep things interesting as you progress.
Every part of its design makes it an entertaining examination of every game that’s released since the seventh generation. Honestly, pulling off something like this is pretty impressive. There’s a fine line between strictly educational and entertaining, and it’s walked perfectly here.
Replayability
Interaction Isn’t Explicit is like a series of artistic demonstrations or a gallery. And it’s replayability feels similar to this. Aside from its trophies, which will allow for an easy platinum, most of what it aims to achieve is possible in the first playthrough.
Just like an art gallery, it shows you what it’s trying to show you, makes you feel something, and then it’s on to the next piece. After you’ve made it through and roll through the credits, you may feel completely fulfilled, and find little need to return. And if you do that’s okay. Because its purpose has been served.
Learning is for Everyone
Interaction Isn’t Explicit is a little indie game everyone should try, and I hope it helps future become all they can be. And this doesn’t seem to be the last of Frank’s analysation games, either.
For aspiring game developers and people that are curious about game design, Frank’s here to pull back the curtain and take away some of the mystery, one game at a time. No matter what reason you may be curious about this title, I think it’s worth trying. It isn’t very long, but it’s full of useful information and passion for the medium.
Joys
- Teaches the player about an important part of game design
- Simple, yet entertaining mixed bag of gameplay
- Cool aesthetic
- It doesn’t take long to 100%
Cons
- It may be short depending on your tastes