Haha, well you might have a point on Sterling himself, I give you that

(Although he meant the sentence in the complete opposite way that you insinuate, he actually took the standpoint against designers with their fancy ideas. Then again, he does change his mind now and then.)
But how in the hell is the quote bullshit? All interaction design is geared towards making me as a user think less, making my life easier. The ideal interactive device knows of my wishes without me telling it. That's the ideal train ticket machine, the user is living in a world of cotton and everything is running smoothly even the f...ing web forms get better and better at telling me what I want. Don't you have the same moments when filling out a form and you just came across one that is even better, smarter, smoother? Will those form developers ever stop?! Do they sleep?! Is this always same guy?!
If you have one interactive device A that makes the user think one second more than B, which one do you think will be more successful these days? And that's where the problem starts with us people trying to invent something new: People will have to think. Which is good and I'm all for it. But the people's conditioning to easy fluffy interactive stuff can't be ignored. Maybe we have to exploit it, subvert it, attack it openly, I don't know.
As with the toys vs games, I probably wasn't specific enough: I think you can benefit a lot from thinking about games in terms of activity, which is playing. Playing with rules of course but last time I checked this is a place where we debate the exact definition of "rules". I'm interested in the range between "no rules" and rules. That's why I'm here at Notgames. And the toy-thing is very interesting as well... I think it's perfectly reasonable to think of a game that consists of nothing but a toy. But the more you play around with it, rules start to form. Isn't that a beautiful thought?
It certainly is something I would like to see. And it's not so unimaginable to do.