http://www.wired.com/gamelife/2011/08/sleep-no-more/#more-37512
While reading a recent game review at Wired.com I was pleased to see that immersion into digital media (non-linear) narratives is still an issue being talked about. Haven't found the right spot to add it into the thesis so thought I'd record it here.
Jason Schreier reviews Sleep No More, a non-linear narrative play and highlights the fact that he doesn't really care what happens in the play, which right there misses the mark because the point of narrative is that it provides a vicarious experience and he doesn't feel a part of the story. 'The primary problem with this method of storytelling is that you're not really part of it.' .... exactly.
You're not part of it in these things, it's a finished, polished production that doesn't need the media-user to do anything but point and click - boring.
It's a bit like playing in a sandpit with pre-made castles. Nice to look at but wouldn't it be more engaging/immersive to use the raw sand to make your own?
Me thinks so ...
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good bit of symbolism with the sand castles - me agreeth with you ...
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