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The discourse is overall fruitless because a lot of people just fail to see gameplay and interactivity as anything other than an accessory to a game experience instead of the main component
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Replying to @GTA_Unlimited
I’d love the loot collection feature to play a part in GTA 6. Being able to search dumpsters, crates, cupboards etc for items you can use or sell would add a lot more interactivity to the game. Being able to loot bodies would be the same
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穿堂风(人心欲壑) retweeted
Replying to @mattsilv @UnslothAI
A gaming GPU with 1,700 GB/s gives you ultra-fast, single-session interactivity. On the DGX Spark, at 270 GB/s, you always have slow I/O. You either compensate with an MoE for interactivity—which is like driving a school bus with just the driver—or you optimize for batching 12B.
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hackeryangtze retweeted
Introducing the 𝗦𝗽𝗹𝗮𝘁𝗔𝗻𝗮𝗹𝘆𝘇𝗲𝗿 𝗧𝗼𝗼𝗹𝗸𝗶𝘁🔎for SIGGRAPH2026. The goal: To bring 𝗱𝗲𝘁𝗲𝗰𝘁𝗶𝗼𝗻 & 𝗶𝗻𝘁𝗲𝗿𝗮𝗰𝘁𝗶𝘃𝗶𝘁𝘆 to any raw 3DGS, generated or reconstructed. The problem we’re solving: Gaussian Splats are high-fidelity, but they are static and...👇
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They're a fan of the entertainment, but not the full experience. The fun of interactivity is that you have a choice.
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Trigger Actions in APEX 26.1 bring a declarative way to add interactivity to buttons, menu entries, and Template Component actions—with row context support, built-in click throttling, less custom JavaScript, and much more. Try it out now: social.ora.cl/6017BD88Tc
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Gaming is a unique medium designed for interactivity. Obviously a lot of it depends but it’s still not the same as watching, especially if it’s not a friend playing I’d argue even in a pure visual novel with nothing but reading you lose something by not hitting “next” yourself
why is watching a play through of a game considered larping now huh did i miss a chapter
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Saying they don't engage with the interactivity is valid, but even people who play games can play through MANY games without even meaningfully engaging with the mechanics of the game. Why are we acting like people can't infer if they like a thing or not with partial data?
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Replying to @RoadFFxiv
It’s not 1:1. You’re getting the story and the narrative, but you’re not getting the single most important part of a video game, the gameplay and interactivity.
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Replying to @DetectiveMint86
Yeah like I know interactivity is important in videogames but it's not ALWAYS a vital factor in understanding the story/characters/lore. Idk ppl LOVE to make very general statements both about the games and the fans when it comes to these discussions
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Build a single-page Next.js hero landing page for a luxury hypercar brand called Aspirox. All styles must be written as a self-contained <style> tag inside the component (no external CSS files). The page is a single "use client" React component with minimal interactivity. Tech Stack Next.js (App Router), TypeScript All CSS self-contained in a <style> JSX block No Tailwind, no external component libraries Fonts (Google Fonts import at top of the <style> block) @import url('fonts.googleapis.com/css2?fa…'); Display / Headline: Big Shoulders Display, weight 900 → used for the giant brand title Serif / Nav links: Cormorant Garamond, weight 300/400 → used for nav items Mono / Body: Space Mono → everything else (contact info, ticker, badges) CSS Design Tokens (:root variables) css --color-text: #ffffff; --color-bg-fallback: #04121a; --color-accent: #bf1525; --color-grid-line: rgba(255, 255, 255, 0.12); --color-dot-glow: rgba(255, 255, 255, 0.8); --color-social-bg: rgba(255, 255, 255, 0.08); --color-social-bg-hover: #ffffff; --color-social-icon-hover: #051a24; --font-serif: 'Cormorant Garamond', serif; --font-mono: 'Space Mono', monospace; --font-display: 'Big Shoulders Display', sans-serif; --ticker-height: 48px; html, body: overflow: hidden, background --color-bg-fallback, font --font-mono. Layout: 3 Layers (stacking order) Layer 1 — Background (z-index 0–2) A .bg-container (position: absolute, covers 100% w/h): Video element .bg-video: position: absolute, object-fit: cover, opacity: 0.65, filter: contrast(1.1) brightness(0.9), z-index: 1.Source: cdn.jiro.build/Nabil/Aspirox… Poster fallback: /luxury_hypercar_bg.png Attributes: autoPlay loop muted playsInline Gradient overlay .bg-gradient-overlay: position: absolute, z-index: 2, pointer-events: none.Gradient: linear-gradient(180deg, rgba(14,74,96,0.8) 0%, rgba(8,33,46,0.6) 30%, rgba(92,9,17,0.7) 70%, rgba(191,21,37,0.9) 100%) Layer 2 — Interactive Grid (position: fixed, z-index: 1) .grid-overlay: display: grid, grid-template-columns: repeat(4, 1fr), grid-template-rows: 35vh 30vh 1fr Height: calc(100vh - var(--ticker-height)) pointer-events: none on the overlay itself, but each cell has mouse events 12 grid cells (3 rows × 4 cols): Each .grid-cell has border-right and border-bottom set to var(--color-grid-line) (1px solid) Last cell in each row (nth-child(4n)) has border-right: none Cells where index % 4 !== 0 get an intersection dot .intersection-dot:5×5px white diamond (transform: rotate(45deg)) Positioned at left: -2px, bottom: -2.5px On hover: scale 1.8×, color changes to --color-accent, red glow box-shadow On hover, the cell gets class active-line-h which adds a pseudo-element: a glowing horizontal line at the bottom edge (white gradient, pulsing animation) State tracked via useState<number | null>(null) for hoveredCell Layer 3 — Hero Content (position: relative, z-index: 2) .hero-content: full viewport height, display: flex, flex-direction: column, justify-content: space-between Content Structure Top Row .hero-top-row display: grid, grid-template-columns: repeat(4, 1fr), height: 35vh, padding-top: 6vh Column 1: Navigation .nav-menu (padding-left: 3.5vw) Nav items array: ["Main", "Heritage", "Speedster", "Gallery", "Team"] Each item rendered as <a> with class .nav-link Font: --font-serif, size 2.3rem, weight 300 Active item: full white. Inactive: rgba(255,255,255,0.8) Hover: slide right translateX(8px), italic, text-shadow glow State: useState<string>("Main") → activeLink, set onClick Columns 2 & 3: Empty spacers (visual breathing room) Column 4: Contacts Panel .contacts-panel (padding: 0 3vw, font-size 0.78rem, color rgba(255,255,255,0.85)) Badge: .contacts-badge → .CONTACTS — pill shape with border, border-radius: 20px, background: rgba(255,255,255,0.05), margin-bottom: 2.2rem Three contact groups (.contacts-group):Address: L71-75 Shelton Street, Covent Garden, London, WC2H 9JQ, United Kingdom Email links (.mono-link): enquiries@aspiroxmotors.com and press@aspiroxmotors.com — hover shows red underline that scales in from right-to-left Company: Aspirox Motorcar Company Limited - Company number 15044627 Bottom Row .hero-bottom-row display: grid, grid-template-columns: repeat(4, 1fr), height: 35vh, align-items: end, padding-bottom: 4vh Columns 1–3 span: Brand Title .brand-title-container (grid-column: 1 / span 3, padding-left: 3vw) <h1 className="brand-title">ASPIROX 1</h1> Font: --font-display, size 15vw, weight 900, line-height: 0.76, letter-spacing: -0.06em Transform: translateY(1.5vw) (overflows slightly below viewport for dramatic effect) Hover: subtle text-shadow glow Column 4: Social Links .socials-container (display: flex, gap: 0.8rem, padding-left: 3vw) Four .social-circle links (48×48px, border-radius: 50%, glass-morph background): Instagram — box icon with circle LinkedIn — path icon X/Twitter — SVG fill icon (16×16) YouTube — play button in rectangle Hover on social circles: white background, dark icon, translateY(-6px), white box-shadow glow. Footer: Ticker Marquee .ticker-footer height: var(--ticker-height) = 48px, background-color: #ffffff, white strip .ticker-track: display: inline-flex, gap: 4.5rem, animated with @keyframes scroll-tickerAnimation: translateX(0) → translateX(-50%), duration 28s linear infinite Pauses on hover (.ticker-container:hover .ticker-track) Items (rendered twice for seamless loop): "POWERED BY REVAMPLY", "CLIMATE STATEMENT", "TERMS & CONDITIONS", "PRIVACY POLICY", "MADE IN DIGITAL BUTLERS", "© COPYRIGHT 2026. POWERED BY REVAMPLY", … Item style: font-family: --font-mono, font-size: 0.68rem, font-weight: 700, color: #000000, letter-spacing: 0.1em Animations css @keyframes scroll-ticker { 0% { transform: translateX(0); } 100% { transform: translateX(-50%); } } @keyframes pulse-line { 0% { opacity: 0.5; } 100% { opacity: 1; } } Responsive Breakpoints ≤1024px: Nav links: 2rem Brand title: 16vw Social circles: 44×44px ≤768px: Grid overlay switches to 2 columns (repeat(2, 1fr)) hero-top-row and hero-bottom-row switch to single column, stacked Brand title: 19vw, no transform Everything uses 6vw padding-left overflow: hidden removed from body to allow scroll; hero-content uses min-height: 100vh State tsx const [activeLink, setActiveLink] = useState<string>("Main"); const [hoveredCell, setHoveredCell] = useState<number | null>(null); Key Visual Details to Not Miss The grid dots are diamond-shaped (rotated square), not circles The brand title slightly overflows the viewport bottom — this is intentional The gradient overlay makes the bottom of the page red/crimson, creating a ground-level glow effect The social icons are SVG inline — no icon library The ticker is doubled (items rendered twice) for a seamless infinite loop overflow: hidden on html, body is what makes the page feel like an app (no scroll on desktop) The contact email links use a custom ::after underline that animates in via

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i also don't think people realize how poorly the idea that you must experience every element of a game to have an opinion of *any sort* on a game holds when games will inherently have missable content & have varying difficulties that some may consider to negate the interactivity.
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Replying to @Acerola_t
You'd have to articulate really well that the difference between them isn't just the interactivity it's reacting to novelty both mentally and physically that is the key part of playing a game. Oh and an audience with an adult reading age.
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i dont understand why picking up and playing a game is so hard for people ive seen people with severe disabilities reach super high ranks in games like street fighter or counter strike, surely for games like persona or tlou or god of war the floor for interactivity is much lower
why is watching a play through of a game considered larping now huh did i miss a chapter
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Replying to @temp6t @tivstippi
Audiobooks give you all of the information though, interactivity can only be felt
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Watching a game is not ALL the information though, interactivity can only be felt first-hand
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Replying to @royceybrackets
the worst part is that none of these people seem to get just how important experiencing the gameplay is to the narratives of pretty much any video game. how the interactivity is utilised can make or break a game and it’s sad that people willingly rob themselves of that experience
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Replying to @clovegii @ira_xu
No they cannot. Gamified interactivity is the entire point of a game. Regardless of whether it is a story game or an arena shooter or Tetris, the interaction is the entire point. Gameplay informs all other aspects, and those aspects inform the gameplay
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No they can’t. You think they can but they seriously cannot. How can you possibly “consume” interactivity without interacting with anything?
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No, because a game isn’t lore, it’s interactivity. Simply by the virtue of having not interacted with it you know nothing of it at all.
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