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by Irfaan
5261 days ago
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There's no reason you can't mix the two, though. At my startup, we're building narrative driven games (like the old-school graphic adventures), reworked to feel more TV-like. So we're really trying to be careful about the whole passive vs active issue. Our take is - let the viewer be as passive as they want. We're making a narrative-heavy experience, just like films and TV. But we're adding an interactive twist so the viewer can change how the story unfolds. And there's no reason we can't let the viewer just hit play and watch the story unfold as-is. We encourage them to jump in, of course, but that's it - otherwise, the story goes along it's glide path till the end of the episode. And when they're done, maybe they'd like to watch it again, but make a decision part way in to see how it effects the story. A more mainstream example would be some on Nintendo's most recent work. They've done a great job embracing the casual audience, and really pushed it in the most recent Super Mario Bros for the Wii - it actually included the ability for the game to play itself when players get stuck: http://wii.ign.com/articles/994/994640p1.html Passive vs Active is tricky balancing act, and we're probably going to need to iterate on this a few times before we get it just right. But we definitely think the balance can be struck in a way that'll resound with a casual audience more apt at consuming TV then video games. |
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