Richard Morrissette
MDIA 1020
In today’s
state of technology, the need for interactive experiences has increased
dramatically. The audience desires a higher level of creativity, and enjoying
content has turned from how much content can be enjoyed to how much it can be
enjoyed before the user will turn and create content of their own (this is
exponentially easier to do than even five or ten years ago). The debate of
whether interactivity can be achieved through means other than the most common
form, video games, goes on. However, interactivity should not be limited to
just video games, and can be achieved through other media, in fact this may be
already happening.
As was stated in the readings, the
question is how much control should be given to a player. Putting too little
control is not making any innovations at all while putting too much can be
disconcerting for certain users. A healthy mix of interpretation should be
added to control in order to move this interactive experience forward. Large
RPG games have a very large amount of control that goes with them, and often
have well written out stories to compliment the choices a character makes. The
key is to leave things for the player to interpret, to make them question the
story and choices that they have created and thus give every user a different
outlook of a set of decisions (this could be the equivalent of a book club all
reading the same book and having different thoughts on the meaning).
I think this not only is a viable
option for future projects on interactivity but also is already happening. For
example, the recent book entitled “Ship of Theseus”, or just “S” on its box, by
Doug Dorst and J.J. Abrams is a book that gives the reader the ability to
create their own meaning of an in depth story. The book features a story that
can stand-alone as a book but also features handwritten notes of two people
analyzing the book in order to solve a mystery; The book features carefully
crafted notes, articles, clippings and even a sophisticated code reader that
can be removed from the book and examined on their own. Since its release,
readers have analyzed the book differently, posted theories, and even
directions for how the book should be read. Books like this can truly be a
future for interactive, non-videogame, storytelling.
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